











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Temporal Warden |
| Level / Exp | 50 / 179% |
| Size | medium |
| Lifes / Deaths | Killed by Meep at level 50 on the 1st Haze 123rd year of Ascendancy at 11:10 7 / 1 |
Primary Stats
| Strength | 156 (base 60) |
| Dexterity | 100 (base 60) |
| Constitution | 83 (base 60) |
| Magic | 75 (base 60) |
| Willpower | 82 (base 60) |
| Cunning | 90 (base 60) |
Resources
| Mana | 1869/1869 |
| Psi | 1407/1407 |
| Life | 23528/23528 |
| Stamina | 1642/1642 |
| Paradox | 300 |
| Healing Factor | 0.93280632411074 |
| Regeneration | 101.49865612649 |
Speed
| Mental | +246.9% |
| Attack | +246.9% |
| Movement | +610.45754109828% |
| Spell | +246.9% |
| Global | +419.17985495259% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 14 |
| See Stealth | 209.28452899176 |
| See Invisible | 284.04051172646 |
Offense: Mainhand
| Damage | 494 |
| Accuracy | 122 |
| Crit Chance | 121% |
| APR | 102 |
| Speed | 0.29 |
Offense: Offhand
| Damage | 184 |
| Accuracy | 122 |
| Crit Chance | 119% |
| APR | 115 |
| Speed | 0.29 |
Offense: Spell
| Spellpower | 116 |
| Crit Chance | 100% |
| Speed | 0.28826751225137 |
| Cooldown Reduction | 95.55 |
Offense: Mind
| Mindpower | 131 |
| Crit Chance | 95% |
| Speed | 0.28826751225137 |
Offense: Damage Bonus
| Acid | +123% |
| Blight | +133% |
| Arcane | +115% |
| Cold | +123% |
| All | +17% |
| Mind | +115% |
| Lightning | +150% |
| Light | +215% |
| Temporal | +121% |
| Physical | +130% |
| Darkness | +133% |
| Fire | +189% |
| Nature | +115% |
Offense: Damage Penetration
| Acid | +108% |
| Blight | +108% |
| Arcane | +118% |
| Cold | +108% |
| All | +10% |
| Mind | +108% |
| Lightning | +133% |
| Light | +108% |
| Temporal | +108% |
| Physical | +108% |
| Darkness | +128% |
| Fire | +108% |
| Nature | +108% |
Defense: Base
| Armour (hardiness) | 251.9907811995 (100%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 180 |
| Spell Save | 186 |
| Mental Save | 175 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | +100%(100%) |
| Arcane | +100%(100%) |
| Cold | +100%(100%) |
| All | +113%(100%) |
| Mind | +100%(100%) |
| Lightning | +100%(100%) |
| Light | +100%(100%) |
| Temporal | +100%(100%) |
| Physical | +100%(100%) |
| Darkness | +100%(100%) |
| Fire | +100%(100%) |
| Nature | +100%(100%) |
Defense: Immunities
| Pinning Resistance | 44% |
| Confusion Resistance | 100% |
| Silence Resistance | 83% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 28% |
Inscriptions (2/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Chronomancy / Threaded Combat | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Hounds | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Blade Threading | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Bow Threading | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Stasis | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Speed Control | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Spacetime Weaving | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 8.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Fate Weaving | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Yeek | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Weapon Folding |
| talent | Temporal Hounds |
| talent | Keen Senses |
| talent | Premonition |
| talent | Lacerating Strikes |
| talent | Chant of Resistance |
| beneficial effect | The target is moving is 169% faster. 3 Celerity |
| detrimental effect | The target has been splashed with acid, taking 21.34 acid damage per turn, reducing armour by 31 and attack by 27. Acid Splash |
| beneficial effect | Reduces fire damage received by 66%. Premonition Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 grave | 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 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+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 talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 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 been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed pouch of bone giant dust. * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed snow giant kidney. * You've found the needed ritch stinger. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed black mamba head. * You've found the needed honey tree root. | active |
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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | Plaguecutter (23/23, 138% power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 139% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 23 On weapon hit: * Slows global speed by 20% Damage (Ranged): +20 temporal / +10 light / +16 cold / +22 nature Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +8 cold Damage against: +11% Undead Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Erukalthodin'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +6 Physical save: +38 (+4 eff.) Blindness immunity: +28% Confusion immunity: +22% Maximum life: +43.00 Light radius: +11 See stealth: +11 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 6.0 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 56 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
| On hands | Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 60% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 9 power out of 25/25) : Effective talent level: 3.3 Power cost: 9 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
| Tool | Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+1 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 384 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 12 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
| On fingers | TempestmarrowCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% mind Changes resistances penetration: +25% lightning Changes damage: +27% lightning Physical save: +14 (+2 eff.) Spell save: +13 (+1 eff.) Mental save: +15 (+2 eff.) Rings can have magical properties. |
| On fingers | stralite ring 'Ivema'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +19 (+3 eff.) Damage when hit (Melee): 12 arcane Changes stats: +8 Cun / +13 Dex Changes damage: +18% blight Mental save: +9 (+1 eff.) Confusion immunity: +29% Maximum mana: +40.00 Rings can have magical properties. |
| Around neck | FogjamInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Wil Changes resistances: +3% blight / +26% fire / +24% temporal / +24% cold Changes resistances penetration: +20% darkness / +10% arcane Pinning immunity: +44% Knockback immunity: +35% Maximum vim: +20.00 Damage Shield penetration: +10% Amulets can have magical properties. |
| In main hand | Twilight's Edge (158% power, 7 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
| Around waist | Leleyalin the hardened leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +7 Dex / +4 Cun / +6 Lck Changes damage: +6% temporal Trap disarming bonus: +5 Stealth bonus: +6 Physical save: +8 (+1 eff.) Mental save: +6 (+1 eff.) Spellpower: +3 (+1 eff.) Mindpower: +5 (+1 eff.) Infravision radius: +3 See invisible: +3 A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | cashmere cloak 'Blindfist' (10 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +8 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +2 Dex / +4 Wil / +4 Cun / +3 Con Changes resistances: +21% darkness / +19% temporal Changes damage: +6% light Physical save: +8 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +21 Resist all after a teleport: +12% New effects duration reduction after a teleport: +16% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 4 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+2 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 1338.60 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 9 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Inventory
Primal Infusion (affinity 18%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.insidious poison infusion (95 nature damage, 31% 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 94.91 nature damage per turn for 7 turns, and reducing the target's healing received by 31%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (573% speed; 5 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 573% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 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. |
sun infusion of the titan (rad 6; power 59; 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: 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 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 30). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 59) for 3 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. |
This item will automatically be transmogrified when you leave the level.heat beam rune (462 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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 462.22 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 350 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 350 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 130)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: 1 Travel Speed: instantaneous Usage Speed: Spell (29% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 130 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Cyrathra the GreenboreInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +9 Wil Changes resistances penetration: +10% nature / +10% mind Mental save: +32 (+4 eff.) Equilibrium when hit: +0.12 Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Amulets can have magical properties. |
Cystbrand the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +11 Str Changes resistances: +6% nature Changes resistances penetration: +10% physical Life regen: +0.40 Stamina each turn: +0.80 Amulets can have magical properties. |
Emyda the stralite amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +6% light / +3% acid Changes damage: +9% blight / +10% fire Talent masteries: +0.31 Technique / Conditioning +0.31 Chronomancy / Blade Threading Critical mult.: +16.00% Blindness immunity: +15% Cut immunity: +80% Disarm immunity: +20% Teleport immunity: +5% Spellpower: +12 (+2 eff.) Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 610 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+2 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 4 power out of 48/48) : Effective talent level: 4.0 Power cost: 4 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 679.06 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Girabeth the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% mind Talent mastery: +0.22 Chronomancy / Temporal Guardian Physical save: +15 (+2 eff.) Blindness immunity: +15% Teleport immunity: +15% Hate when firing a critical mind attack: +5.00 Only die when reaching: -40.00 life Amulets can have magical properties. |
Gleamnail the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +5 Str / +3 Con Changes resistances: +12% light Talent mastery: +0.28 Cunning / Scoundrel Physical save: +30 (+3 eff.) Life regen: +0.40 Amulets can have magical properties. |
IverimiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+1 eff.) Defense: +12 (+3 eff.) Changes stats: +12 Lck / +4 Wil Changes resistances: +12% temporal Changes damage: +9% mind Physical save: +30 (+3 eff.) Poison immunity: +15% Mental crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
LayymiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +5 Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +5 Cun Changes resistances: +8% physical Changes resistances penetration: +25% physical Stamina each turn: +1.40 Only die when reaching: -40.00 life Maximum stamina: +10.00 Amulets can have magical properties. |
RadiancewreckPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +4 Wil / +10 Mag Changes resistances: +12% blight Changes resistances penetration: +15% blight Changes damage: +6% darkness / +7% temporal / +6% light / +6% physical Mental save: +11 (+2 eff.) Confusion immunity: +14% Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Mindpower: +6 (+1 eff.) Light radius: +2 Amulets can have magical properties. |
clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +26% Amulets can have magical properties. |
copper amulet 'Pyreshear'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 fire Changes resistances penetration: +25% acid Changes damage: +12% acid / +9% fire / +6% physical Combat speed: +10% Amulets can have magical properties. |
copper amulet of mastery (0.11 Chronomancy / Temporal Guardian)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Chronomancy / Temporal Guardian Amulets can have magical properties. |
restful gold amulet of dexterity (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex Life regen: +1.90 Amulets can have magical properties. |
starseer's gold amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 8 light / 8 darkness Effects when hit in melee: * 7% chance to inflict 15% damage reduction * 7% chance to blind Changes stats: +3 Mag Changes damage: +5% temporal / +5% physical / +15% darkness / +16% light Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
stralite amulet 'Firewreck'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str / +7 Mag / +6 Wil / +4 Con Changes resistances: +6% fire Physical save: +9 (+1 eff.) Spell save: +3 (+0 eff.) Life regen: +1.50 Mana each turn: +0.08 Maximum life: +42.00 Maximum vim: +20.00 Amulets can have magical properties. |
stralite amulet 'Garin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +8 Dex Changes resistances: +9% mind / +9% cold Physical save: +6 (+1 eff.) Blindness immunity: +5% Disarm immunity: +20% Only die when reaching: -80.00 life Amulets can have magical properties. |
stralite amulet 'Lightningstreak'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +8 Wil Changes resistances: +19% fire / +9% mind / +15% cold Changes damage: +12% mind / +3% lightning Talent masteries: +0.33 Spell / Divination +0.33 Chronomancy / Speed Control Amulets can have magical properties. |
vitalizing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +6 (+1 eff.) Cut immunity: +50% Life regen: +0.70 Maximum life: +30.00 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 610 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
voratun amulet 'Eilinira'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +2 Fatigue: -6% Changes stats: +5 Dex / +6 Cun / +10 Con Changes damage: +27% blight / +23% fire Critical mult.: +27.00% Reduces incoming crit damage: 15.00% Poison immunity: +10% Cut immunity: +15% Stun/Freeze immunity: +10% Life regen: +1.00 Stamina each turn: +0.90 Spellpower: +19 (+3 eff.) Movement speed: +10% Amulets can have magical properties. |
Arcquill the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +6% lightning Changes resistances penetration: +15% lightning Changes damage: +21% mind / +12% lightning Maximum hate: +4.00 Maximum psi: +30.00 Mental crit. chance: +4% Rings can have magical properties. |
Cyrurira the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes stats: +7 Dex / +5 Wil / +15 Cun Changes resistances: +30% fire Changes damage: +15% fire Maximum life: +30.00 Mindpower: +10 (+2 eff.) Rings can have magical properties. |
Earutir the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +2.0% Changes stats: +5 Dex / +2 Mag / +7 Con Changes resistances: +36% nature Changes damage: +18% nature Spell save: +19 (+2 eff.) Only die when reaching: -80.00 life Maximum life: +30.00 Maximum stamina: +19.00 Rings can have magical properties. |
EiliniweCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +8 Dex / +6 Cun / +4 Con Changes resistances: +9% blight / +3% fire / +22% mind / +3% temporal Changes damage: +22% mind Spell save: +16 (+1 eff.) Blindness immunity: +5% Maximum stamina: +21.00 Rings can have magical properties. |
Erelovon the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +10% blight / +12% acid / +12% mind / +9% nature Changes resistances penetration: +15% mind Changes damage: +9% acid / +24% mind Poison immunity: +21% Disease immunity: +20% Rings can have magical properties. |
GleamsinPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +9 Damage when hit (Melee): 12 light Changes stats: +8 Wil Changes resistances: +32% darkness / +15% blight Changes damage: +16% darkness / +15% blight Mental save: +16 (+2 eff.) Healing mod.: +15% Rings can have magical properties. |
Gloraba the stralite ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil Changes resistances: +15% lightning / +3% temporal / +6% blight / +30% cold / +15% mind / +3% acid Changes damage: +15% mind / +15% cold Mental save: +14 (+2 eff.) Rings can have magical properties. |
Marderan the TempestwreathPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +13 Defense: +14 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes resistances: +26% darkness / +9% fire Changes resistances penetration: +20% lightning Changes damage: +13% darkness / +3% fire Mental save: +5 (+1 eff.) Confusion immunity: +36% It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 14 power out of 50/50) : Effective talent level: 2.0 Power cost: 14 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 83 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Poradhelle the ToxinpowerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% nature Changes damage: +9% mind / +6% nature Grants telepathy: Dragon Mental save: +30 (+4 eff.) Stun/Freeze immunity: +37% Life regen: +3.40 Hate when firing a critical mind attack: +5.00 Mindpower: +4 (+1 eff.) Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
StokestarInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil / +1 Cun / +5 Con Changes resistances penetration: +5% mind / +5% fire Critical mult.: +20.00% Spell save: +16 (+1 eff.) Mental save: +12 (+2 eff.) Life regen: +0.90 Maximum life: +71.00 Maximum stamina: +24.00 Healing mod.: +18% Rings can have magical properties. |
Xanemissra the stralite ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +14 Defense: +10 (+3 eff.) Changes stats: +7 Str / +10 Dex / +13 Cun Grants telepathy: Demon/Minor Demon/Major Mental save: +18 (+2 eff.) Maximum hate: +2.00 See invisible: +3 Rings can have magical properties. |
gold ring 'Cyrydalaith'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +13 Defense: +15 (+4 eff.) Changes stats: +3 Cun / +2 Wil Mental save: +12 (+2 eff.) Confusion immunity: +24% Mental crit. chance: +6% Movement speed: +13% Heals friendly targets nearby when you use a nature summon: +20 Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
gold ring 'Isaraba'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 blight / 4 temporal Changes stats: +12 Mag / +5 Wil Changes resistances penetration: +20% blight Changes damage: +6% blight Spell save: +10 (+1 eff.) Blindness immunity: +31% Spellpower: +10 (+2 eff.) Infravision radius: +5 See stealth: +10 See invisible: +12 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
gold ring 'Xanema'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Fatigue: -6% Changes resistances: +5% arcane / +4% physical Maximum encumbrance: +29 Spell save: +12 (+1 eff.) Cut immunity: +15% Disarm immunity: +15% Confusion immunity: +10% Rings can have magical properties. |
gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +1 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
marksman's steel ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+0 eff.) Changes stats: +2 Dex Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
steel ring of blight (+10%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Rings can have magical properties. |
stralite ring 'Lightningzephyr'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Wil / +7 Con Changes resistances: +36% lightning Changes resistances penetration: +15% blight Changes damage: +21% lightning Spell save: +37 (+3 eff.) Maximum stamina: +53.00 Spell crit. chance: +4% Rings can have magical properties. |
titan's steel ring of darkness (+24%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% darkness Changes damage: +12% darkness Physical save: +6 (+1 eff.) Rings can have magical properties. |
Belarin (170% power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 blight / +20 cold When wielded/worn: Accuracy: +16 (+2 eff.) Changes stats: +3 Str / +1 Mag Changes damage: +9% blight / +7% physical Stamina when hit: +2.00 Vim when firing critical spell: +3.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Massive two-handed battleaxes. |
Ce'Narin the Filthraze (158% power, 3 apr)Requires: - Magic 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 159% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 21% chance to corrode armour by 30% * 37% chance to cause random gloom Damage (Melee): +14 mind When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +13 (+4 eff.) Damage when hit (Melee): 4 nature / 20 temporal Changes stats: +5 Cun / +7 Wil Changes resistances: +3% nature Changes resistances penetration: +13% acid Disarm immunity: +48% Life regen: +2.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed battleaxes. |
Cloudquarry (140% power, 2 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 140% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +28 lightning When wielded/worn: Accuracy: +16 (+2 eff.) Damage when hit (Melee): 8 lightning Changes stats: +8 Str / +2 Mag / +4 Wil Changes damage: +13% physical Grants telepathy: Humanoid/Orc Stamina when hit: +2.00 Massive two-handed battleaxes. |
Eksatin's Ultimatum (175% power, 25 apr)Requires: - Magic 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Emelysewen (153% power, 3 apr)Requires: - Magic 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 153% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Slows global speed by 21% * leeches stamina from the target Damage (Melee): +16 physical When wielded/worn: Armour penetration: +4 Fatigue: -4% Damage when hit (Melee): 19 nature slow Changes stats: +3 Wil Stamina each turn: +1.40 Maximum life: +40.00 Massive two-handed battleaxes. |
Emorin (135% power, 2 apr)Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 135% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +19 nature / +19 temporal When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Reduces incoming crit damage: 15.00% Confusion immunity: +25% Stun/Freeze immunity: +25% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed battleaxes. |
Firemistress the stralite battleaxe (158% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 158% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * splashes the target with acid * wounds the target for 7 turns: 44 bleeding, 95% reduced healing Damage (Melee): +21 acid Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +13 Physical crit. chance: +16.0% Physical power: +17 (+2 eff.) Fatigue: -2% Changes stats: +1 Con Changes resistances penetration: +10% fire / +13% physical Reduces incoming crit damage: 10.00% Infravision radius: +1 Massive two-handed battleaxes. |
Growthwar the steel battleaxe (119% power, 2 apr)Requires: - Magic 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 120% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 lightning / +8 nature When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +16% acid / +14% fire / +16% cold / +3% nature / +19% lightning Changes damage: +12% nature Spell save: +12 (+1 eff.) Massive two-handed battleaxes. |
Layinn the dwarven-steel battleaxe (156% power, 2 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 156% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +16 mind When wielded/worn: Changes resistances: +6% lightning / +9% cold / +5% arcane / +4% physical Physical save: +30 (+3 eff.) Stun/Freeze immunity: +20% Massive two-handed battleaxes. |
Nightimmortal the steel battleaxe (125% power, 2 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 125% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 darkness Burst (radius 1) on hit: +20 darkness When wielded/worn: Changes stats: +3 Mag / +6 Wil Changes resistances: +9% darkness Changes resistances penetration: +15% arcane Changes damage: +12% arcane Spellpower: +10 (+2 eff.) Massive two-handed battleaxes. |
Noonstrider the steel battleaxe (119% power, 2 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 120% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +14 temporal / +13 nature Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +12 mind When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +25% light Changes damage: +3% light Mental save: +20 (+3 eff.) Mindpower: +6 (+1 eff.) Massive two-handed battleaxes. |
Ragykalthohell (151% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 152% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 111% On weapon hit: * 20% chance to corrode armour by 30% * Random elemental explosion Damage (Melee): +8 mind When wielded/worn: Accuracy: +33 (+5 eff.) Defense: +7 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 mind Changes stats: +7 Dex Changes resistances penetration: +16% acid / +14% fire / +20% lightning / +16% cold Disarm immunity: +48% Massive two-handed battleaxes. |
Rhurion the stralite battleaxe (151% power, 3 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 151% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+2 eff.) Armour: +4 Defense: +16 (+4 eff.) Critical mult.: +20.00% Spell save: +6 (+0 eff.) Silence immunity: +10% Disarm immunity: +50% Confusion immunity: +5% Hate when firing a critical mind attack: +4.00 Mental crit. chance: +3% Massive two-handed battleaxes. |
Skykin the stralite battleaxe (156% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 157% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 23% chance to disease On weapon crit: * cripple the target Damage (Melee): +24 blight / +8 arcane Burst (radius 2) on crit: +12 lightning When wielded/worn: Armour penetration: +14 Physical crit. chance: +17.0% Changes stats: +1 Wil Changes resistances penetration: +19% physical Changes damage: +16% physical Maximum vim: +30.00 Massive two-handed battleaxes. |
Stormfront (120% power, 2 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 121% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
The Gaping Maw (184% power, 4 apr)Requires: - Magic 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Veleda the voratun battleaxe (170% power, 4 apr)Requires: - Magic 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. Power: 171% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +38 cold When wielded/worn: Accuracy: +17 (+2 eff.) Physical power: +16 (+2 eff.) Changes stats: +7 Dex / +6 Con Changes resistances: +9% mind Changes resistances penetration: +19% physical Disarm immunity: +45% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Maximum vim: +10.00 Spellpower: +4 (+1 eff.) Massive two-handed battleaxes. |
Xerobrewe the Jetoracle (151% power, 3 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 151% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +12% all Changes resistances penetration: +17% nature / +25% darkness Mental save: +18 (+2 eff.) Hate when firing a critical mind attack: +5.00 Maximum hate: +6.00 Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Galakor' (136% power, 2 apr)Requires: - Magic 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 137% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +20 nature / +20 physical When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 12 physical Changes stats: +3 Str / +8 Dex Critical mult.: +6.00% Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Xeganor' (140% power, 2 apr)Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 141% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +8 mind When wielded/worn: Armour: +4 Changes resistances: +12% acid / +18% fire Poison immunity: +15% Pinning immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
stralite battleaxe 'Hetteyadig' (153% power, 3 apr)Requires: - Magic 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 154% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +48 insidious poison / +19 temporal / +19 nature When wielded/worn: Changes resistances penetration: +20% mind Mental save: +6 (+1 eff.) Maximum mana: +60.00 Mental crit. chance: +3% Massive two-handed battleaxes. |
Eclipsepall (119% power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 120% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 darkness Burst (radius 1) on hit: +20 mind When wielded/worn: Changes stats: +5 Wil Changes resistances: +12% darkness Changes damage: +6% darkness Mental crit. chance: +3% Sharp, short and deadly. |
Glittermaster the stralite dagger (144% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to blind Damage (Melee): +18 cold Burst (radius 2) on crit: +4 nature When wielded/worn: Armour penetration: +11 Physical crit. chance: +11.0% Effects on melee hit: * 30% chance to blind Changes resistances penetration: +25% light Critical mult.: +12.00% Sharp, short and deadly. |
Goganor the Spiderstreak (145% power, 9 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon hit: * Slows global speed by 20% * disrupts spell-casting Burst (radius 2) on crit: +4 darkness Damage against: +9% Unnatural When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +9 Damage when hit (Melee): 4 darkness Changes stats: +5 Dex Changes resistances penetration: +8% physical / +15% nature / +10% darkness Changes damage: +6% nature / +11% physical Sharp, short and deadly. |
Gotha (116% power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Acid Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +13 ice When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Armour: +7 Changes resistances penetration: +5% acid / +7% cold / +8% physical Critical mult.: +15.00% Maximum psi: +20.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 Sharp, short and deadly. |
Icy Kill (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Mercy (143% power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Orc Feller (156% power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 156% Range: 1.3x Uses stats: 40% Wil, 55% Dex, 85% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Samudunaneg the stralite dagger (138% power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 138% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to disease * 23% chance to cause random gloom Damage (Melee): +25 insidious poison / +11 mind Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +4 arcane When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +4 Wil / +4 Cun / +3 Con Changes resistances: +5% arcane Changes resistances penetration: +7% physical Disarm immunity: +18% Sharp, short and deadly. |
Scaldcutter the stralite dagger (137% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +11.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +11 acid / +14 temporal / +8 light Damage against: +11% Undead When wielded/worn: Damage when hit (Melee): 12 temporal / 12 fire Changes stats: +2 Dex Changes resistances: +14% temporal Maximum life: +20.00 Healing mod.: +15% Sharp, short and deadly. |
Silent Blade (129% power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 40% Wil, 55% Dex, 85% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+1 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Swordbreaker (129% power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 105% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 3 power out of 10/10) : Effective talent level: 2.0 Power cost: 3 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 497.37 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 40% Wil, 55% Dex, 95% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+3 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron dagger 'Halurain' (100% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 acid When wielded/worn: Physical crit. chance: +6.0% Changes stats: +2 Cun / +4 Wil Changes damage: +24% acid Grants telepathy: Dragon Mental save: +9 (+1 eff.) Sharp, short and deadly. |
stralite dagger 'Aeruramira' (135% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 136% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 15% chance to corrode armour by 30% * 40% chance to cause random gloom * 20% chance to torment the target Damage (Melee): +10 temporal Burst (radius 1) on hit: +4 acid When wielded/worn: Damage when hit (Melee): 11 temporal Changes resistances: +6% acid / +11% temporal / +3% mind Changes resistances penetration: +18% acid / +7% mind / +8% darkness Life regen: +2.00 Sharp, short and deadly. |
stralite dagger 'Flarecutter' (134% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing Burst (radius 1) on hit: +20 acid When wielded/worn: Physical crit. chance: +7.0% Physical power: +9 (+1 eff.) Changes resistances: +24% acid Changes resistances penetration: +10% fire Changes damage: +9% fire Sharp, short and deadly. |
stralite dagger 'Flaresaw' (135% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 135% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery 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: * 13% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +13 acid / +11 cold / +18 blight When wielded/worn: Effects on melee hit: * 10% chance to disease Changes damage: +15% blight / +6% fire Disease immunity: +24% Sharp, short and deadly. |
stralite dagger 'Kilngasher' (138% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 138% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +8.0% Defense: +8 (+2 eff.) Changes stats: +4 Str Changes resistances: +5% arcane / +9% fire Changes damage: +9% arcane / +8% physical Disarm immunity: +32% Stamina when hit: +2.00 Sharp, short and deadly. |
stralite dagger 'Mozor' (145% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 146% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +8 (+1 eff.) Defense: +8 (+2 eff.) Changes stats: +4 Con Changes resistances: +3% mind / +3% blight Changes resistances penetration: +7% physical Disarm immunity: +43% Confusion immunity: +5% Teleport immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
stralite dagger 'Shadowstrider' (134% power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 17% chance to corrode armour by 30% When wielded/worn: Changes stats: +8 Con / +2 Mag Changes resistances: +12% darkness Changes resistances penetration: +11% acid / +20% darkness Reduces incoming crit damage: 15.00% Life regen: +2.00 Infravision radius: +2 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger of purging (147% power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 95% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 nature Sharp, short and deadly. |
Betayawyn the Blazewaker (163% power, 3 apr)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 163% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 24% chance to daze at end of turn When wielded/worn: Armour penetration: +14 Physical crit. chance: +16.0% Physical power: +13 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Str / +5 Dex / +5 Mag / +3 Wil / +6 Cun / +12 Con Changes resistances: +3% acid / +9% lightning / +3% light / +12% nature Changes resistances penetration: +14% lightning / +14% physical Critical mult.: +21.00% Disarm immunity: +35% Massive two-handed mauls. |
Blackvalor (165% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 165% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 21% chance to inflict 15% damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +19 acid When wielded/worn: Armour penetration: +17 Physical crit. chance: +10.0% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 darkness Changes resistances penetration: +5% darkness Changes damage: +6% darkness Critical mult.: +20.00% Massive two-handed mauls. |
Duathelstake (151% power, 2 apr)Requires: - Magic 24 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +30% Damage (Melee): +38 insidious poison When wielded/worn: Armour penetration: +2 Changes resistances: +6% darkness Changes resistances penetration: +12% mind / +12% darkness Life regen: +0.60 Maximum stamina: +10.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Gligama the Prismwilter (182% power, 4 apr) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 183% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 45% chance to blind Burst (radius 2) on crit: +33 ice When wielded/worn: Armour: +21 Effects on melee hit: * 30% chance to blind Changes stats: +7 Mag Changes resistances penetration: +21% cold Changes damage: +12% light Grants telepathy: Dragon Light radius: +3 Massive two-handed mauls. |
Glorissra the stralite greatmaul (168% power, 3 apr)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +19 temporal Burst (radius 1) on hit: +19 fire When wielded/worn: Damage when hit (Melee): 13 temporal Changes resistances: +12% darkness / +16% temporal Changes resistances penetration: +16% acid / +16% fire / +20% lightning / +16% cold Spell save: +3 (+0 eff.) Cut immunity: +5% Stun/Freeze immunity: +15% Massive two-handed mauls. |
Khelurain the Blastmaim (168% power, 3 apr)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn On weapon crit: * cripple the target Damage (Melee): +58 insidious poison / +8 arcane Burst (radius 2) on crit: +35 ice When wielded/worn: Physical crit. chance: +12.0% Armour: +13 Effects on melee hit: * 30% chance to daze at end of turn Changes resistances penetration: +19% cold Changes damage: +9% arcane Massive two-handed mauls. |
Tarryrath the Radiancemaim (165% power, 3 apr)Requires: - Magic 35 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 165% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 27% chance to daze at end of turn * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +30% Damage (Melee): +19 temporal / +24 nature When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +6 Cun / +5 Con Changes resistances penetration: +19% lightning Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +4 Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (193% power, 7 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 193% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
Vorogatta (166% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 166% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 9% chance to inflict 15% damage reduction * 16% chance to disease * 20% chance to curse the target Damage (Melee): +24 blight / +8 mind Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +4 temporal When wielded/worn: Physical power: +19 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Con Changes resistances penetration: +14% physical Disarm immunity: +27% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed mauls. |
Zanyleg (168% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 21% chance to disease * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +17 blight When wielded/worn: Physical crit. chance: +16.0% Armour: +2 Changes stats: +1 Dex / +1 Wil Changes resistances penetration: +16% acid / +16% fire / +12% lightning / +17% cold Critical mult.: +5.00% Disease immunity: +29% Spell crit. chance: +4% Damage Shield penetration: +30% Massive two-handed mauls. |
dwarven-steel greatmaul 'Velossra' (150% power, 2 apr)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +34 insidious poison / +12 temporal / +14 nature When wielded/worn: Armour penetration: +7 Physical crit. chance: +10.0% Changes stats: +4 Con / +3 Wil Changes damage: +6% mind Critical mult.: +16.00% Reduces incoming crit damage: 15.00% Infravision radius: +1 Massive two-handed mauls. |
stralite greatmaul 'Aerebeth' (186% power, 3 apr)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 187% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing Burst (radius 2) on crit: +17 fire When wielded/worn: Physical crit. chance: +16.0% Physical power: +14 (+1 eff.) Damage when hit (Melee): 12 blight Changes resistances penetration: +16% fire Changes damage: +6% blight Physical save: +18 (+2 eff.) Global speed: +3% Massive two-handed mauls. |
stralite greatmaul 'Stormblow' (172% power, 5 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 172% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +47 insidious poison / +28 cold When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +17.0% Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Life regen: +0.40 Massive two-handed mauls. |
stralite greatmaul 'Xanira' (165% power, 3 apr)Requires: - Magic 35 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 166% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 24% chance to corrode armour by 30% * 35% chance to cause random gloom Damage (Melee): +19 mind Burst (radius 2) on crit: +23 fire When wielded/worn: Changes stats: +2 Mag / +7 Wil / +6 Cun Changes resistances penetration: +17% acid / +13% fire Changes damage: +3% blight Life regen: +3.00 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +2% Global speed: +6% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.truestriking voratun greatmaul of evisceration (184% power, 4 apr) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +17 Physical crit. chance: +17.0% Physical power: +12 (+1 eff.) Changes resistances penetration: +20% physical Massive two-handed mauls. |
Barim (158% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +20% Damage (Melee): +12 mind / +26 cold When wielded/worn: Changes stats: +1 Wil / +2 Mag Changes resistances penetration: +19% acid / +16% fire / +20% lightning / +13% cold Changes damage: +12% mind Spell crit. chance: +1% Massive two-handed swords. |
Borosk's Hate (172% power, 22 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Camekath (161% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 162% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 111% On weapon hit: * 20% chance to corrode armour by 30% * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +10% Damage (Melee): +19 lightning / +13 temporal When wielded/worn: Accuracy: +17 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 17 temporal Changes stats: +7 Dex Changes resistances: +17% temporal Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
Colaryem (159% power, 12 apr)Requires: - Magic 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Genocide (152% power, 4 apr)Requires: - Willpower 20 - Magic 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)Requires: - Willpower 18 - Magic 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stats: 179% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Lightningquench (160% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +12 light Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +4 acid Damage against: +20% Undead When wielded/worn: Physical power: +16 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes stats: +7 Con Changes resistances: +9% lightning Changes resistances penetration: +19% physical / +13% mind / +16% darkness Disarm immunity: +28% Massive two-handed swords. |
Sulfurraider (161% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +12 arcane / +26 cold Burst (radius 1) on hit: +7 fire Burst (radius 2) on crit: +4 arcane When wielded/worn: Changes resistances: +6% nature Massive two-handed swords. |
Xeryyaba the stralite greatsword (159% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 160% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing Damage (Melee): +16 lightning Burst (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +12.0% Physical power: +13 (+1 eff.) Changes stats: +7 Dex / +1 Wil Changes resistances penetration: +15% mind Mental save: +30 (+4 eff.) Massive two-handed swords. |
stralite greatsword 'Dimbane' (175% power, 3 apr)Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +4 darkness Burst (radius 2) on crit: +28 ice When wielded/worn: Armour penetration: +13 Armour: +12 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 darkness Changes resistances penetration: +14% physical / +13% cold Changes damage: +9% blight / +12% physical Massive two-handed swords. |
stralite greatsword 'Polera' (161% power, 3 apr)Requires: - Magic 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 162% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom On weapon crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing Damage (Melee): +21 mind When wielded/worn: Armour penetration: +13 Physical crit. chance: +17.0% Physical power: +26 (+3 eff.) Changes stats: +2 Str / +3 Dex / +3 Wil / +7 Cun Changes resistances penetration: +16% physical Changes damage: +13% physical Maximum life: +30.00 Massive two-handed swords. |
voratun greatsword 'Yvuma' (175% power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 nature / +16 temporal When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +17 Defense: +14 (+4 eff.) Changes resistances: +3% lightning / +3% temporal / +6% blight / +6% cold / +9% nature Changes resistances penetration: +14% physical Changes damage: +9% physical Disarm immunity: +48% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun greatsword of purging (175% power, 4 apr) Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +21 nature When wielded/worn: Physical power: +17 (+2 eff.) Changes stats: +10 Con Changes resistances penetration: +17% physical Disarm immunity: +43% Massive two-handed swords. |
AmynarilegRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +20 acid / +23 lightning Burst (radius 1) on hit: +4 physical When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +1 Dex Changes resistances penetration: +21% physical Changes damage: +18% acid / +23% physical / +26% lightning Maximum encumbrance: +10 Stun/Freeze immunity: +5% Longbows are used to shoot arrows at your foes. |
Belehor the StrikejamRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 40% chance to daze at end of turn Damage (Ranged): +23 cold Burst (radius 1) on hit: +2 acid Burst (radius 2) on crit: +4 acid When wielded/worn: Physical power: +14 (+1 eff.) Armour: +15 Changes stats: +6 Str Changes resistances: +12% acid Changes resistances penetration: +17% cold Changes damage: +23% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Longbows are used to shoot arrows at your foes. |
BoralachRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +17 (+2 eff.) Changes stats: +6 Str Changes resistances: +6% nature / +12% mind Physical save: +9 (+1 eff.) Spell save: +15 (+1 eff.) Poison immunity: +20% Disease immunity: +10% Silence immunity: +40% Longbows are used to shoot arrows at your foes. |
Cyridamira the DazzleraptorRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +26 acid / +17 fire When wielded/worn: Changes resistances: +6% light / +6% temporal Changes resistances penetration: +21% physical / +5% light / +27% temporal Changes damage: +20% acid / +33% physical / +6% light / +26% fire / +18% temporal Talent cooldown: Arrow Stitching (-1 turn) Light radius: +1 Longbows are used to shoot arrows at your foes. |
Dagalar the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Temporal Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +15 acid / +18 fire When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +11.0% Changes stats: +1 Str / +2 Dex / +1 Mag / +1 Con Changes damage: +24% acid / +29% fire Infravision radius: +2 Longbows are used to shoot arrows at your foes. |
Lisinor the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon crit: * silences the target Damage (Ranged): +47 nature When wielded/worn: Changes resistances: +6% cold / +3% nature / +5% arcane Changes resistances penetration: +29% nature / +24% physical Changes damage: +24% physical Spell save: +6 (+0 eff.) Longbows are used to shoot arrows at your foes. |
Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 3 power out of 8/8) : Effective talent level: 2.0 Power cost: 3 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Xogawen the SunworthRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Burst (radius 2) on crit: +6 fire When wielded/worn: Changes resistances penetration: +25% fire / +24% physical Changes damage: +9% fire / +6% mind / +26% physical Longbows are used to shoot arrows at your foes. |
Xotta the MagmashaperRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to inflict 15% damage reduction * 27% chance to corrode armour by 30% When wielded/worn: Physical power: +26 (+3 eff.) Changes stats: +13 Str Changes resistances: +6% fire Changes resistances penetration: +18% acid / +5% fire / +5% darkness Changes damage: +3% blight / +3% fire Life regen: +4.00 Longbows are used to shoot arrows at your foes. |
Zubyldamina the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 167% Firing range: +10 Travel speed: +400% Burst (radius 2) on crit: +4 arcane When wielded/worn: Armour penetration: +1 Changes stats: +4 Dex Changes resistances penetration: +5% arcane Changes damage: +3% arcane Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Fogblast'Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +44 fire Burst (radius 1) on hit: +4 darkness When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +14% fire / +21% physical Changes damage: +9% darkness / +47% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Mindpower: +4 (+1 eff.) Global speed: +4% Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Urtheharadil'Requires: - Dexterity 35 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +32 fire When wielded/worn: Physical power: +15 (+1 eff.) Ranged Defense: +6 (+2 eff.) Effects on ranged hit: * 17 arcane resource burn Changes stats: +6 Str / +5 Wil / +6 Cun Changes resistances: +6% darkness Changes resistances penetration: +12% fire Talent mastery: +0.15 Wild-gift / Antimagic Pinning immunity: +10% Teleport immunity: +15% Mindpower: +12 (+2 eff.) Global speed: +4% Longbows are used to shoot arrows at your foes. |
Acera (140% power, 4 apr)Requires: - Magic 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 141% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 10 power out of 30/30) : Effective talent level: 4.0 Power cost: 10 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 73 acid damage in a 4 radius ball. This damage will increase by 54% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Blade of Distorted Time (150% power, 10 apr)Requires: - Magic 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 3 power out of 8/8) : Effective talent level: 2.0 Power cost: 3 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 474.07 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Ce'Nytta the steel longsword (126% power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 127% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +7.0% Physical power: +8 (+1 eff.) Defense: +7 (+2 eff.) Changes resistances: +6% lightning / +9% fire / +5% arcane Disarm immunity: +27% Hate when firing a critical mind attack: +4.00 Heals friendly targets nearby when you use a nature summon: +10 Sharp, long, and deadly. |
Duskspiker the stralite longsword (141% power, 5 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing Damage (Melee): +16 light Burst (radius 1) on hit: +12 darkness When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +12% darkness Changes damage: +9% light Light radius: +3 Sharp, long, and deadly. |
Elyranne the Shaderipper (151% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 darkness / +16 fire When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +16 Physical crit. chance: +8.0% Armour: +2 Changes resistances: +3% temporal / +2% physical Changes resistances penetration: +9% physical Critical mult.: +16.00% Blindness immunity: +10% Disarm immunity: +5% Sharp, long, and deadly. |
Everpyre Blade (147% power, 10 apr)Requires: - Magic 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 147% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 1003.25 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Flashstoker (117% power, 2 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 117% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +8 lightning When wielded/worn: Changes resistances penetration: +25% light Changes damage: +9% lightning Light radius: +3 Sharp, long, and deadly. |
Fuligosin (150% power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 151% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom On weapon crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+1 eff.) Damage when hit (Melee): 16 mind Changes resistances: +5% arcane / +6% mind / +8% all Changes resistances penetration: +9% nature Sharp, long, and deadly. |
Glorurenne the Lightenvy (152% power, 18 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 15% chance to disease Damage Shield penetration (this weapon only): +44% Damage (Melee): +14 blight Burst (radius 2) on crit: +4 light When wielded/worn: Physical power: +15 (+1 eff.) Damage when hit (Melee): 8 fire Changes stats: +4 Con Changes resistances penetration: +12% physical Disease immunity: +34% Disarm immunity: +31% Light radius: +3 Sharp, long, and deadly. |
Niroran the Hellzephyr (154% power, 6 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +12 fire Burst (radius 1) on hit: +28 fire Burst (radius 2) on crit: +12 light When wielded/worn: Changes stats: +4 Dex / +6 Wil Reduces incoming crit damage: 15.00% Sharp, long, and deadly. |
Polibeth (140% power, 5 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 141% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +8 Physical crit. chance: +9.0% Physical power: +8 (+1 eff.) Defense: +8 (+2 eff.) Changes resistances: +9% blight Changes resistances penetration: +10% physical Mental save: +9 (+1 eff.) Cut immunity: +15% Disarm immunity: +32% Confusion immunity: +5% Stun/Freeze immunity: +10% Sharp, long, and deadly. |
Punae's Blade (157% power, 4 apr)Requires: - Magic 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 157% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Siloyawe the stralite longsword (141% power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +17 temporal / +16 nature / +10 darkness Damage against: +9% Living When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +12 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances penetration: +20% mind / +11% physical Changes damage: +6% mind Reduces incoming crit damage: 15.00% Sharp, long, and deadly. |
Sword of Potential Futures (133% power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Power: 134% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Witch-Bane (152% power, 4 apr)Requires: - Magic 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn When wielded/worn: Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
Xeryrakira (155% power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 155% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning / +7 light Burst (radius 1) on hit: +16 mind Damage against: +7% Undead When wielded/worn: Changes resistances penetration: +5% arcane Mental save: +6 (+1 eff.) Hate when firing a critical mind attack: +2.00 Spellpower: +4 (+1 eff.) Sharp, long, and deadly. |
Xyssra (139% power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 139% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 111% On weapon hit: * 40% chance to disease Damage (Melee): +17 temporal Burst (radius 1) on hit: +14 fire When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +4 Damage when hit (Melee): 12 temporal Changes stats: +5 Dex Changes resistances: +14% temporal Physical save: +10 (+1 eff.) Confusion immunity: +10% Stun/Freeze immunity: +15% Sharp, long, and deadly. |
dwarven-steel longsword 'Durikath' (126% power, 4 apr)Requires: - Magic 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 18 arcane resource burn When wielded/worn: Changes stats: +6 Cun Changes resistances: +12% light Critical mult.: +10.00% Physical save: +32 (+4 eff.) Blindness immunity: +10% Mental crit. chance: +2% Sharp, long, and deadly. |
steel longsword 'Porumira' (108% power, 3 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 108% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +12 Changes resistances: +6% temporal / +12% light / +6% blight / +6% cold / +5% all Changes resistances penetration: +9% nature Mental save: +10 (+1 eff.) Cut immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
stralite longsword 'Analathachik' (142% power, 5 apr)Requires: - Magic 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage (Melee): +13 temporal / +17 nature When wielded/worn: Armour penetration: +1 Physical power: +9 (+1 eff.) Armour: +2 Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Con Changes resistances penetration: +9% physical Disarm immunity: +29% Pinning immunity: +5% Maximum stamina: +20.00 Sharp, long, and deadly. |
stralite longsword 'Cameldil' (142% power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +17 darkness Burst (radius 2) on crit: +13 fire Damage against: +15% Living When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +16 (+4 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +6% nature Changes resistances penetration: +20% physical / +10% fire Disarm immunity: +34% Global speed: +3% Healing mod.: +15% Sharp, long, and deadly. |
stralite longsword 'Kindleriver' (141% power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +17 temporal / +12 nature Burst (radius 1) on hit: +12 blight When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 4 blight Changes resistances: +3% light Changes resistances penetration: +5% light Changes damage: +3% blight Light radius: +1 Sharp, long, and deadly. |
stralite longsword 'Korokath' (144% power, 5 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 144% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +50 insidious poison When wielded/worn: Armour: +14 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +7 Wil Changes resistances penetration: +10% physical Changes damage: +12% physical Sharp, long, and deadly. |
Aromina the Blazehunter (144% power, 5 apr)Requires: - Magic 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 145% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +24 nature / +22 temporal When wielded/worn: Damage when hit (Melee): 16 light / 16 darkness Changes resistances penetration: +15% light Light radius: +3 Blunt and deadly. |
Flashmark (148% power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 148% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +69 insidious poison When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +7 (+2 eff.) Changes resistances: +3% light Changes damage: +12% blight Spell save: +18 (+2 eff.) Disarm immunity: +44% Spell crit. chance: +2% Blunt and deadly. |
Hellglory (142% power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 143% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 19% chance to daze at end of turn Damage (Melee): +26 insidious poison When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +8 (+2 eff.) Damage when hit (Melee): 8 arcane / 16 fire Changes stats: +3 Str / +2 Dex / +3 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances: +5% arcane / +6% fire Changes resistances penetration: +10% lightning Changes damage: +9% fire Disarm immunity: +41% Blunt and deadly. |
Ivulle the Toxintaint (147% power, 18 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 147% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing Damage Shield penetration (this weapon only): +31% Damage (Melee): +17 cold When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+1 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +3 Con Only die when reaching: -20.00 life Blunt and deadly. |
Lisemina the Unlightkill (144% power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 145% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +25 cold When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +11 (+3 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 16 arcane Changes resistances penetration: +11% acid / +10% darkness / +12% fire / +15% cold / +10% arcane / +15% lightning Changes damage: +6% darkness Disarm immunity: +32% Blunt and deadly. |
Nature's Vengeance (150% power, 4 apr)Requires: - Magic 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Power: 150% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+1 eff.) It can be used to activate talent Rush (costing 5 power out of 25/25) : Effective talent level: 3.0 Power cost: 5 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Polessra the Sepsisnaught (142% power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 143% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Physical power: +13 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 fire Changes stats: +5 Mag / +4 Wil / +5 Con Changes resistances penetration: +20% nature / +9% physical Changes damage: +3% fire Disarm immunity: +23% Spellpower: +12 (+2 eff.) Blunt and deadly. |
Scorchserpent the stralite mace (148% power, 5 apr)Requires: - Magic 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 148% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 10% When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +1 Physical power: +9 (+1 eff.) Defense: +9 (+3 eff.) Changes stats: +5 Con Changes resistances: +9% fire Changes resistances penetration: +7% physical Changes damage: +6% fire Disarm immunity: +57% Life regen: +0.60 Maximum stamina: +15.00 Blunt and deadly. |
Xyremina the stralite mace (144% power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 145% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 13% chance to daze at end of turn * 25% chance to put talents on cooldown On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Damage when hit (Melee): 16 mind / 20 temporal Changes stats: +3 Str / +3 Dex / +2 Mag / +2 Wil / +3 Cun / +3 Con Changes resistances: +6% mind Changes resistances penetration: +10% lightning Blunt and deadly. |
dwarven-steel mace 'Bethurianne' (134% power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +10 Physical crit. chance: +5.0% Damage when hit (Melee): 20 physical Changes resistances penetration: +11% physical Physical save: +9 (+1 eff.) Life regen: +0.60 Only die when reaching: -60.00 life Maximum stamina: +30.00 Blunt and deadly. |
dwarven-steel mace 'Boriblek' (146% power, 4 apr)Requires: - Magic 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 146% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +10 darkness Damage against: +8% Living When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +3% blight Changes resistances penetration: +10% blight / +10% mind / +11% darkness Changes damage: +3% blight Blunt and deadly. |
iron mace 'Glanor' (102% power, 2 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 102% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +8 nature / +7 temporal When wielded/worn: Armour penetration: +5 Physical power: +10 (+1 eff.) Armour: +6 Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes stats: +2 Str / +2 Con Changes resistances: +9% acid Blunt and deadly. |
steel mace 'Shadowonslaught' (107% power, 3 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 107% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 15% chance to daze at end of turn When wielded/worn: Armour: +12 Changes stats: +2 Str / +2 Dex / +3 Mag / +1 Wil / +2 Cun / +3 Con Changes resistances: +6% darkness / +12% temporal Changes resistances penetration: +9% lightning Changes damage: +15% darkness Disarm immunity: +20% Confusion immunity: +15% Stun/Freeze immunity: +20% Blunt and deadly. |
stralite mace 'Cyralle' (147% power, 5 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 147% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 nature / +14 temporal When wielded/worn: Armour penetration: +2 Armour: +6 Changes stats: +4 Wil Life regen: +0.40 Stamina each turn: +0.80 Maximum stamina: +15.00 Healing mod.: +15% Blunt and deadly. |
stralite mace 'Gevea' (146% power, 5 apr)Requires: - Magic 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 147% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +10.0% Physical power: +8 (+1 eff.) Defense: +9 (+3 eff.) Damage when hit (Melee): 4 mind / 8 blight Changes resistances penetration: +35% mind / +10% darkness Changes damage: +12% mind Disarm immunity: +28% Blunt and deadly. |
stralite mace 'Lustrevengeance' (161% power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 162% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +12 Changes resistances: +3% nature / +9% light / +6% all Changes resistances penetration: +9% nature / +12% physical Changes damage: +18% light / +9% physical Light radius: +1 Blunt and deadly. |
stralite mace 'Salomira' (141% power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 142% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 21% chance to cause random gloom * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing Damage (Melee): +11 mind When wielded/worn: Physical crit. chance: +10.0% Physical power: +7 (+1 eff.) Changes stats: +4 Cun / +5 Wil Changes resistances penetration: +11% acid / +10% fire / +13% lightning / +15% cold Changes damage: +12% mind Maximum hate: +4.00 Maximum psi: +10.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Blunt and deadly. |
Adonne (93% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 93% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +16% darkness / +12% temporal Changes resistances penetration: +13% darkness Changes damage: +14% darkness / +3% mind Talent mastery: +0.10 Cursed / Darkness Critical mult.: +5.00% Spell save: +3 (+0 eff.) Mental save: +20 (+3 eff.) Blindness immunity: +16% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Amethyst of Sanctuary (111% power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+3 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (593 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Arohir the Burnwinter (108% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This psionic mindstar hates not to be wrathful. Power: 108% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 fire When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Cun Changes resistances: +9% blight / +9% darkness / +3% acid Changes resistances penetration: +10% mind / +11% darkness Changes damage: +9% lightning / +14% darkness / +15% fire / +14% mind / +12% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Critical mult.: +20.00% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bloomsoul (94% power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 65% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 20 power out of 60/60) : Effective talent level: 1.0 Power cost: 20 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 48 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Boltvice (105% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Power: 106% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 lightning When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +14% lightning / +6% blight / +18% fire / +5% arcane / +23% cold Changes damage: +6% nature Talent masteries: +0.10 Psionic / Voracity +0.20 Psionic / Absorption Physical save: +6 (+1 eff.) Spell save: +27 (+2 eff.) Mental save: +5 (+1 eff.) Disease immunity: +19% Equilibrium when hit: +1.50 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Charged Focus (100% power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 100% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+1 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Core of the Forge (127% power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 100% Wil, 50% Mag, 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 (+1 eff.) Physical power: +10 (+1 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 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 8 power out of 30/30) : Effective talent level: 3.0 Power cost: 8 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 132.19 mind damage, 177.62 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 12.33 mind and 16.57 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. |
Eyal's Will (124% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 10 power out of 30/30) : Effective talent level: 3.0 Power cost: 10 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 239.53 slime damage for 17 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. |
Eye of the Wyrm (113% power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Power: 113% Range: 1.1x Uses stats: 80% Wil, 70% Mag, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Changes resistances: +8% acid / +8% physical / +8% fire / +8% cold / +8% lightning Changes damage: +8% lightning / +8% physical / +8% fire / +8% cold / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+1 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Sand Breath (costing 10 power out of 30/30) : Effective talent level: 4.0 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 797.60 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Kinetic Focus (88% power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 89% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Physical 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% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+1 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Neryrenne the pulsing mindstar (108% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 108% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 temporal When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 physical / 4 temporal Changes stats: +3 Cun Changes resistances: +12% physical Changes resistances penetration: +11% physical Changes damage: +15% physical Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Critical mult.: +13.00% Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Hate per kill: +2.00 Psi per kill: +3.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Infravision radius: +1 See invisible: +3 It can be used to inflict 526.32 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 7 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. |
Nexus of the Way (124% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 20 power out of 60/60) : Effective talent level: 3.0 Power cost: 20 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Oozing Heart (115% power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 20% Cun Damage type: Nature slow Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+1 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 7 power out of 20/20) : Effective talent level: 2.0 Power cost: 7 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 263.00 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Psionic Fury (104% power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 105% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 424.84 mind damage (based on Willpower) to all within radius 5, costing 14 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Salimithra (107% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. This psionic mindstar has an epiphany about dreams. Power: 107% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 arcane Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +4 blight When wielded/worn: Damage when hit (Melee): 4 arcane Changes damage: +9% mind / +3% blight Physical save: +6 (+1 eff.) Spell save: +5 (+0 eff.) Mental save: +8 (+1 eff.) Equilibrium when hit: +1.30 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +14% 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. |
Serpent's Glare (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 3 power out of 8/8) : Effective talent level: 2.0 Power cost: 3 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 393.09 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Shadowgrinder the pulsing mindstar (109% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Power: 109% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn When wielded/worn: Changes resistances: +6% acid / +6% darkness / +3% blight / +8% arcane / +6% mind Changes resistances penetration: +6% mind Changes damage: +8% mind Physical save: +3 (+1 eff.) Disease immunity: +15% Disarm immunity: +5% Psi when hit: +1.50 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +18% Heals friendly targets nearby when you use a nature summon: +50 Damage Resonance (when hit): +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Shineknight (105% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Effects when hit in melee: * Slows global speed by 6% Damage when hit (Melee): 8 light Changes resistances: +18% nature Changes resistances penetration: +15% light Changes damage: +6% nature / +6% light Disarm immunity: +15% Confusion immunity: +10% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Silussra the Blindstalker (112% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Effects when hit in melee: * Slows global speed by 9% Damage when hit (Melee): 4 light Changes resistances: +3% lightning / +14% darkness / +9% nature Changes resistances penetration: +12% darkness Changes damage: +19% darkness / +4% nature Talent mastery: +0.20 Cursed / Darkness Spell save: +10 (+1 eff.) Blindness immunity: +19% Life regen: +1.70 Maximum life: +37.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skypall (107% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +12 lightning When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +6% mind Mindpower: +17 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Thermal Focus (109% power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
Voroma (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. This natural lightning should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 15 lightning Changes stats: +5 Str / +3 Dex / +5 Mag / +10 Wil / +1 Cun / +3 Con Changes resistances: +13% lightning Changes resistances penetration: +16% lightning Changes damage: +13% lightning / +3% temporal Grants telepathy: Humanoid/Orc Physical save: +7 (+1 eff.) Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +13% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar 'Duskblow' (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 Power: 75% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +24 mind When wielded/worn: Effects when hit in melee: * Slows global speed by 4% Damage when hit (Melee): 12 mind / 16 darkness Changes resistances: +15% darkness Changes damage: +3% nature Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Kilnjustice' (105% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Power: 106% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +4 fire When wielded/worn: Damage when hit (Melee): 6 lightning / 6 physical / 6 darkness / 7 acid / 22 fire / 6 mind / 4 cold Changes resistances: +6% lightning / +8% physical / +5% blight / +6% fire / +5% cold / +6% acid Changes damage: +5% nature / +6% mind / +6% darkness Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Disease immunity: +18% Mindpower: +10 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Manydas' (107% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Power: 107% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 blight Burst (radius 1) on hit: +8 arcane When wielded/worn: Damage when hit (Melee): 16 lightning / 6 mind / 4 darkness Changes stats: +2 Str / +4 Dex / +2 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances: +10% lightning / +6% blight / +5% arcane / +8% nature Changes resistances penetration: +11% lightning / +7% nature / +5% blight Changes damage: +7% lightning / +6% darkness / +6% nature / +5% mind Talent mastery: +0.20 Wild-gift / Harmony Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Equilibrium when hit: +1.40 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Torudil' (109% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural mindstar calls for a summoner. Power: 109% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +8.5% Attack speed: 100% On weapon hit: * Slows global speed by 13% * 12% chance to corrode armour by 30% When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% blight / +3% physical Changes resistances penetration: +6% acid / +6% fire / +9% cold / +6% physical Changes damage: +10% acid / +12% fire / +10% cold / +10% physical Spell save: +6 (+0 eff.) Silence immunity: +5% Mindpower: +14 (+2 eff.) Mental crit. chance: +4% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Urthikan' (104% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 105% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% physical / +12% cold / +6% darkness / +9% nature Changes damage: +7% acid Disease immunity: +10% Equilibrium when hit: +2.10 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 3 power out of 8/8) : Effective talent level: 3.0 Power cost: 3 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Loraleg the TorchlordRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 40% chance to corrode armour by 30% Damage (Ranged): +11 acid Burst (radius 2) on crit: +2 fire When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +10% fire / +12% physical Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Fungus Damage Shield penetration: +26% It can be used to regenerate 182 life over 5 turns, putting all charms on cooldown for 7 turns. Slings are used to hurl stones or metal shots at your foes. |
Mayuth the reinforced leather slingRequires: - Dexterity 35 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +12 cold When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +13.0% Armour: +13 Changes stats: +2 Cun / +4 Wil Changes resistances: +11% acid / +9% fire / +11% lightning / +11% cold Changes resistances penetration: +8% cold Spell save: +11 (+1 eff.) Equilibrium when hit: +0.04 Mental crit. chance: +2% Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling 'Adowyn'Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +9 nature When wielded/worn: Changes resistances: +6% cold / +2% physical / +7% all Changes resistances penetration: +12% nature / +17% physical Changes damage: +32% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Physical save: +9 (+1 eff.) Poison immunity: +10% Stun/Freeze immunity: +10% Resist all after a teleport: +2% Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling 'Hathythad'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +11 lightning When wielded/worn: Changes resistances: +9% lightning / +9% cold / +3% darkness / +6% temporal Changes resistances penetration: +15% physical Changes damage: +15% lightning / +34% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Defense after a teleport: +10 Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling 'Xurin'Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +9 On weapon hit: * 11% chance to corrode armour by 30% * 13% chance to daze at end of turn Travel speed: +200% When wielded/worn: Ranged Defense: +6 (+2 eff.) Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances penetration: +13% lightning / +13% acid Mental save: +9 (+1 eff.) Stun/Freeze immunity: +20% Life regen: +1.90 Resist all after a teleport: +6% Slings are used to hurl stones or metal shots at your foes. |
Aryda the elven-wood magestaff (129% power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 130% 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: +9.0% Armour: +2 Changes resistances: +5% arcane Changes resistances penetration: +20% blight Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +17.00% Disarm immunity: +10% Teleport immunity: +20% Mana each turn: +0.39 Maximum mana: +40.00 Spellpower: +24 (+4 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 66 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." |
Dagydugund the elven-wood magestaff (151% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 151% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 acid When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +6% acid Changes damage: +41% lightning Talent granted: +1 Command Staff Spellpower: +27 (+4 eff.) Spell crit. chance: +10% It can be used to unleash an elemental blastwave, dealing 180.63 to 216.75 lightning damage in a radius 5 around the user, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
Emamina the dragonbone starstaff (136% power, 6 apr, light element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% 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: * Slows global speed by 20% Damage (Melee): +12 acid When wielded/worn: Defense: +12 (+3 eff.) Effects on melee hit: * 17% chance to blind Changes stats: +12 Con Changes resistances: +9% blight / +9% cold Changes damage: +30% light Talent granted: +1 Command Staff Life regen: +3.60 Spellpower: +31 (+5 eff.) Spell crit. chance: +5% Light radius: +4 Healing mod.: +43% It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 1.0 Power cost: 2 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 385.74 light damage. Staves designed for wielders of magic, by the greats of the art. |
Emysetha the Puswarden (129% power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stats: 130% 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% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +12 nature When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +13.0% Physical power: +12 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% darkness / +13% temporal Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +26.00% Spellpower: +20 (+3 eff.) Spell crit. chance: +7% Light radius: +2 Defense after a teleport: +9 Resist all after a teleport: +11% New effects duration reduction after a teleport: +36% Reduces paradox anomalies(equivalent to willpower): +18 Staves designed for wielders of magic, by the greats of the art. |
Goreneg (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% 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: Changes resistances penetration: +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Physical save: +12 (+2 eff.) Spell save: +14 (+1 eff.) Mental save: +21 (+3 eff.) Spellpower: +19 (+3 eff.) Spell crit. chance: +12% Mental crit. chance: +1% See invisible: +6 It can be used to project a bolt elemental energy from the staff (to range 10) dealing 162.48 to 194.97 fire damage, putting all charms on cooldown for 2 turns. Staves designed for wielders of magic, by the greats of the art. |
Lisyssra (129% 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 Power: 129% Range: 1.2x Uses stats: 130% 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 blight When wielded/worn: Changes stats: +4 Mag / +5 Wil / +1 Cun Changes damage: +25% fire Talent granted: +1 Command Staff Mana each turn: +0.22 Maximum mana: +34.00 Spellpower: +32 (+5 eff.) Spell crit. chance: +4% Mindpower: +4 (+1 eff.) Mental crit. chance: +6% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Malenarichik the elven-wood vilestaff (129% power, 5 apr, blight element)Requires: - Magic 35 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40 arcane resource burn When wielded/worn: Defense: +9 (+3 eff.) Effects on melee hit: * 13% chance to blind Changes stats: +10 Con Changes resistances: +9% cold / +6% fire Changes resistances penetration: +5% acid Changes damage: +25% blight Talent granted: +1 Command Staff Life regen: +1.90 Spellpower: +25 (+4 eff.) Spell crit. chance: +4% Light radius: +4 Healing mod.: +33% It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 1.0 Power cost: 2 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 385.74 light damage. Staves designed for wielders of magic, by the greats of the art. |
Nightwarden (120% power, 4 apr, temporal element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 130% 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% On weapon hit: * Slows global speed by 40% When wielded/worn: Physical crit. chance: +16.0% Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Con Changes resistances: +3% blight / +3% fire Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +20% temporal Talent granted: +1 Command Staff Critical mult.: +29.00% Life regen: +1.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +3% Healing mod.: +19% Staves designed for wielders of magic, by the greats of the art. |
Porana the dragonbone magestaff (136% power, 6 apr, lightning 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. Power: 137% Range: 1.2x Uses stats: 130% 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): +10% Burst (radius 1) on hit: +4 physical When wielded/worn: Physical crit. chance: +11.0% Physical power: +6 (+1 eff.) Defense: +16 (+4 eff.) Damage (Melee): 7 % chance of confusion Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Life regen: +0.40 Spellpower on spell critical (stacks up to 3 times): +18 Spellpower: +21 (+4 eff.) Spell crit. chance: +5% Damage Shield penetration: +40% Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (136% power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 200% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+6 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Saluna (129% power, 5 apr, lightning element)Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +16 acid When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +6 Con Changes resistances: +15% acid Changes damage: +25% lightning Talent granted: +1 Command Staff Physical save: +9 (+1 eff.) Disarm immunity: +20% Life regen: +1.30 Only die when reaching: -60.00 life Spellpower: +21 (+4 eff.) Spell crit. chance: +4% Healing mod.: +21% Staves designed for wielders of magic, by the greats of the art. |
Skyquake the dragonbone vilestaff (146% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 146% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 lightning When wielded/worn: Damage (Melee): 22 fire Damage when hit (Melee): 8 lightning Changes stats: +7 Mag / +6 Cun / +9 Con Changes damage: +37% blight Talent granted: +1 Command Staff Critical mult.: +58.00% Vim when firing critical spell: +6.00 Maximum vim: +36.00 Maximum neg.energy: +31.00 Spellpower: +23 (+4 eff.) Spell crit. chance: +8% See invisible: +15 Damage Shield penetration: +20% Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (120% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 121% Range: 1.2x Uses stats: 200% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+3 eff.) It can be used to activate talent Arcane Supremacy (costing 7 power out of 20/20) : Effective talent level: 3.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Zanonarigrim the elven-wood vilestaff (129% power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 130% 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: +10.0% Armour: +10 Armour Hardiness: +7% Defense: +6 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +2 Mag Maximum wards: +2 acid Changes damage: +25% acid Talents granted: +3 Ward +1 Command Staff Critical mult.: +15.00% Physical save: +10 (+1 eff.) Vim when firing critical spell: +1.00 Maximum mana: +20.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
Zubawen (136% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease When wielded/worn: Effects on melee hit: * 10% chance to disease Changes resistances: +5% arcane / +15% blight Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Mana each turn: +0.22 Spellpower: +34 (+5 eff.) Spell crit. chance: +16% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.blighted dragonbone vilestaff of power (136% power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% 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: Effects on melee hit: * 17% chance to disease Changes damage: +30% acid Talent granted: +1 Command Staff Vim when firing critical spell: +4.00 Maximum vim: +31.00 Spellpower: +23 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Islibrelaith' (136% power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% 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 gain 10% of a turn (3/turn limit) Burst (radius 1) on hit: +8 temporal When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +6% temporal Changes damage: +30% acid / +3% temporal Talent granted: +1 Command Staff Mana each turn: +0.32 Maximum mana: +146.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone vilestaff of greater warding (136% power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% 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: Armour: +11 Defense: +10 (+3 eff.) Maximum wards: +3 blight Changes damage: +30% blight Talents granted: +4 Ward +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Chargesquall' (129% power, 5 apr, cold element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 130% 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: * 10 arcane resource burn When wielded/worn: Physical crit. chance: +9.0% Defense: +23 (+6 eff.) Effects on melee hit: * 23% chance to blind Damage when hit (Melee): 8 lightning Changes resistances: +12% blight / +6% acid Changes resistances penetration: +10% lightning Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +7 It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 2.0 Power cost: 2 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 519.47 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Eliwyn' (129% power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stats: 130% 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% On weapon hit: * 40% chance to corrode armour by 30% When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +7.0% Physical power: +13 (+1 eff.) Defense: +11 (+3 eff.) Effects on melee hit: * 10% chance to blind Changes resistances: +9% acid Changes resistances penetration: +15% acid / +20% temporal Changes damage: +6% temporal / +25% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +13 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +9 (+1 eff.) Spellpower: +20 (+3 eff.) Spell crit. chance: +11% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 2.0 Power cost: 2 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 519.47 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Glimmerenvy' (129% power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +16 light When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +5 Mag / +3 Cun / +4 Con Changes resistances: +6% light Maximum wards: +2 cold Changes damage: +25% cold Talents granted: +1 Ward +1 Command Staff Critical mult.: +13.00% Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +28.00 Maximum neg.energy: +28.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Mental crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff 'Eilinata' (129% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 130% 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: +15 (+4 eff.) Damage (Melee): 9 % chance of confusion Changes stats: +5 Mag / +7 Wil Changes damage: +6% blight / +25% darkness / +12% arcane Talent granted: +1 Command Staff Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +44.00 Spellpower: +29 (+5 eff.) Spell crit. chance: +4% Damage Shield penetration: +29% Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff 'Smearmarrow' (129% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 130% 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: * Slows global speed by 40% When wielded/worn: Defense: +11 (+3 eff.) Effects on melee hit: * Slows global speed by 15% * 14% chance to blind Changes stats: +6 Con Changes resistances: +6% nature / +3% acid Changes resistances penetration: +10% nature Changes damage: +25% darkness / +6% nature Talent granted: +1 Command Staff Life regen: +0.80 Mana each turn: +0.26 Maximum mana: +82.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +4% Light radius: +4 Healing mod.: +18% It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 1.0 Power cost: 2 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 385.74 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff 'Hitokor' (129% power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +11.0% Defense: +13 (+4 eff.) Effects on melee hit: * 9% chance to blind Damage when hit (Melee): 8 temporal Changes resistances: +3% acid Changes resistances penetration: +5% temporal Changes damage: +25% acid / +9% temporal / +25% darkness / +25% blight / +25% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +18 (+3 eff.) Spell crit. chance: +4% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 2.0 Power cost: 2 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 519.47 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.greater dragonbone vilestaff of invocation (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% 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: Changes damage: +30% blight / +30% fire / +30% darkness / +30% acid Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +27 (+4 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 162.48 to 194.97 fire damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Deepsbearer' (120% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 130% 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% Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +8 darkness / +4 mind When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Effects on melee hit: * 14% chance to disease Changes stats: +3 Mag / +3 Wil Maximum wards: +2 darkness Changes resistances penetration: +5% mind Changes damage: +20% darkness Talents granted: +3 Ward +1 Command Staff Vim when firing critical spell: +3.00 Maximum mana: +66.00 Maximum vim: +18.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Trident of the Tides (191% power, 20 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Power: 191% Range: 1.4x Uses stats: 190% Mag, 40% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+2 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 20 power out of 150/150) : Effective talent level: 3.0 Power cost: 20 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 747.51. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Aeredhethra (107% power, 2 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 107% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 30 arcane resource burn * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +4 Changes resistances: +9% blight / +6% cold Changes damage: +9% physical Physical save: +30 (+3 eff.) One-handed war axes. |
Aeriyatha (137% power, 5 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +34 insidious poison / +12 cold When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +10 Changes stats: +6 Cun Changes resistances penetration: +12% physical Mental save: +26 (+3 eff.) Mindpower: +8 (+1 eff.) One-handed war axes. |
Baliroleg the Offalblack (135% power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 136% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +24 temporal / +40 nature Burst (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +9 Damage when hit (Melee): 4 acid Changes resistances: +12% acid Changes resistances penetration: +5% acid / +9% physical One-handed war axes. |
Berilathagrim the stralite waraxe (151% power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 151% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +15 nature / +16 temporal Burst (radius 1) on hit: +4 mind When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% mind Changes resistances penetration: +10% mind One-handed war axes. |
Camokalthogas the stralite waraxe (135% power, 5 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 135% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 12% chance to disease * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +19 blight / +13 nature / +11 temporal Burst (radius 1) on hit: +8 temporal When wielded/worn: Changes stats: +1 Wil Disease immunity: +26% Vim when firing critical spell: +2.00 Damage Shield penetration: +10% One-handed war axes. |
Deepsdare the stralite waraxe (152% power, 5 apr)Requires: - Magic 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 152% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing Burst (radius 1) on hit: +12 darkness When wielded/worn: Physical crit. chance: +9.0% Physical power: +8 (+1 eff.) Grants telepathy: Humanoid/Orc Psi when hit: +0.04 Maximum psi: +20.00 Mindpower: +4 (+1 eff.) One-handed war axes. |
Glethra the stralite waraxe (137% power, 12 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +26% Damage (Melee): +11 lightning When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +11 Changes stats: +1 Dex / +1 Con Changes resistances penetration: +9% physical Reduces incoming crit damage: 15.00% One-handed war axes. |
Glulrakira the dwarven-steel waraxe (139% power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 139% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +20 (+5 eff.) Changes stats: +1 Wil Grants telepathy: Humanoid/Orc Disarm immunity: +70% See invisible: +9 One-handed war axes. |
Hettudogar the Shinequench (151% power, 5 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 152% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +12 light When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 mind Changes resistances penetration: +20% light Changes damage: +9% mind Light radius: +3 One-handed war axes. |
Loamwither (167% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 168% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +12 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes damage: +3% nature / +12% light Spellpower: +11 (+2 eff.) One-handed war axes. |
Manoradur the dwarven-steel waraxe (115% power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 115% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +12 temporal Burst (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +10 (+1 eff.) Changes stats: +5 Str Changes resistances penetration: +15% mind / +15% temporal Changes damage: +3% temporal / +9% physical Stamina when hit: +1.60 Maximum psi: +30.00 One-handed war axes. |
Nerita the stralite waraxe (143% power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 144% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 111% Damage (Melee): +12 nature / +17 temporal When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +13 Physical crit. chance: +8.0% Changes stats: +1 Dex Changes resistances: +6% acid / +15% fire / +9% light / +6% lightning Critical mult.: +17.00% One-handed war axes. |
Shockraider the dwarven-steel waraxe (120% power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing Damage (Melee): +12 acid Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +10.0% Physical power: +11 (+1 eff.) Changes resistances: +9% acid Changes resistances penetration: +5% lightning Changes damage: +27% lightning One-handed war axes. |
Skymight (148% power, 6 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +13 darkness / +16 arcane Burst (radius 1) on hit: +4 lightning Damage against: +16% Living When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +15.0% Changes stats: +4 Str Changes resistances: +9% lightning Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +7% physical Stamina when hit: +1.60 One-handed war axes. |
Smearwasp (104% power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 105% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +16 nature When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+2 eff.) Changes resistances penetration: +15% nature Mental save: +6 (+1 eff.) Disarm immunity: +24% Hate when firing a critical mind attack: +4.00 One-handed war axes. |
Sparkscar (136% power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 111% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +12 lightning When wielded/worn: Accuracy: +13 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Dex / +4 Mag / +1 Con Changes resistances: +6% all Changes resistances penetration: +9% nature Light radius: +2 One-handed war axes. |
Ulorion (156% power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 157% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +8.5% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 12% chance to disease Damage (Melee): +15 blight Burst (radius 2) on crit: +8 temporal When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +2 (+0 eff.) Changes stats: +3 Dex Disease immunity: +21% Maximum life: +10.00 One-handed war axes. |
dwarven-steel waraxe 'Ivamida' (120% power, 4 apr)Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +40 insidious poison / +12 mind When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 mind Changes resistances: +9% mind / +6% acid Changes resistances penetration: +25% mind One-handed war axes. |
dwarven-steel waraxe 'Zerirador' (121% power, 4 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 cold When wielded/worn: Armour: +6 Changes stats: +7 Str / +3 Dex Spell save: +45 (+4 eff.) Teleport immunity: +15% Infravision radius: +3 One-handed war axes. |
stralite waraxe 'Shadeidol' (141% power, 5 apr)Requires: - Magic 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 142% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 111% On weapon hit: * Slows global speed by 13% Damage (Melee): +8 darkness When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +1.0% Physical power: +6 (+1 eff.) Changes stats: +5 Str / +5 Dex Changes resistances: +6% all Changes resistances penetration: +10% nature Only die when reaching: -60.00 life One-handed war axes. |
voratun waraxe 'Bokydar' (149% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +30 insidious poison Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +11 (+1 eff.) Defense: +12 (+3 eff.) Changes resistances: +12% lightning / +15% fire / +5% arcane Changes resistances penetration: +10% mind / +9% darkness Disarm immunity: +34% One-handed war axes. |
ArthydirPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Fatigue: -6% Changes stats: +2 Wil Reduced damage from: +25% Summoned Maximum encumbrance: +40 Spell save: +8 (+1 eff.) Mental save: +6 (+1 eff.) Poison immunity: +15% Silence immunity: +20% Pinning immunity: +15% Size category: +1 A belt that goes around your waist. |
BlackviceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Cun / +4 Dex Changes resistances: +12% darkness Changes resistances penetration: +25% darkness / +15% mind Equilibrium when hit: +0.16 Maximum hate: +4.00 Mental crit. chance: +7% Heals friendly targets nearby when you use a nature summon: +20 A belt that goes around your waist. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 10 power out of 30/30) : Effective talent level: 4.0 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
IslabaPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +4 Cun / +4 Dex Changes resistances: +12% mind / +18% acid Changes damage: +6% acid Physical save: +8 (+1 eff.) Mental save: +10 (+1 eff.) Spellpower: +9 (+2 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +10% A belt that goes around your waist. |
IvalravenaInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Damage when hit (Melee): 4 arcane Changes stats: +1 Wil Changes resistances: +7% acid / +9% temporal / +8% cold / +7% fire / +17% lightning Spell save: +21 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +1 A belt that goes around your waist. |
LavacutterInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +8 Defense: +10 (+3 eff.) Changes resistances: +9% acid / +6% darkness / +3% blight / +9% cold / +5% arcane Changes damage: +3% fire Critical mult.: +10.00% Physical save: +16 (+2 eff.) Maximum life: +36.00 A belt that goes around your waist. |
TorionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes resistances: +15% blight Physical save: +20 (+2 eff.) Spell save: +22 (+2 eff.) Mental save: +9 (+1 eff.) Silence immunity: +15% Stun/Freeze immunity: +30% Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Alunik'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +16 (+2 eff.) Changes stats: +5 Cun / +4 Dex Changes resistances: +6% nature / +5% arcane Changes resistances penetration: +5% mind Critical mult.: +10.00% Spell save: +19 (+2 eff.) Equilibrium when hit: +0.04 Mindpower: +6 (+1 eff.) Mental crit. chance: +13% Size category: +2 A belt that goes around your waist. |
hardened leather belt 'Duathelmire'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness / 12 blight Changes resistances: +9% blight / +18% fire / +19% cold Changes damage: +9% blight Reduced damage from: +22% Summoned A belt that goes around your waist. |
hardened leather belt 'Strikequench'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +7 Mag / +3 Con Changes resistances penetration: +5% lightning Reduced damage from: +23% Summoned Spell save: +30 (+3 eff.) Mental save: +17 (+2 eff.) Spellpower: +8 (+1 eff.) Mindpower: +6 (+1 eff.) A belt that goes around your waist. |
Ariwe the Arcsmash (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +1 Cun / +9 Dex Changes damage: +9% lightning Critical mult.: +9.00% Spell save: +7 (+0 eff.) Mental save: +7 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dazzleravager (2 def, 0 armour)Crafted by a master 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): 20 light Changes stats: +4 Str / +4 Dex / +4 Con Changes damage: +27% darkness Talent mastery: +0.30 Technique / Combat training Spell save: -15 (-2 eff.) Stamina each turn: +0.80 Mana each turn: -0.29 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelira (11 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +10 Armour: +6 Defense: +11 (+3 eff.) Changes stats: +1 Str / +1 Dex / +3 Wil / +3 Con Changes resistances: +11% fire / +19% light / +28% cold Changes resistances penetration: +10% arcane Grants telepathy: Dragon Critical mult.: +22.00% Stealth bonus: +27 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 10 power out of 28/28) : Effective talent level: 2.0 Power cost: 10 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 357.42 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Gloroda (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Defense: +10 (+3 eff.) Changes stats: +2 Str / +4 Con Changes resistances: +15% lightning / +24% light / +9% blight / +22% fire / +5% arcane Critical mult.: +20.00% Stealth bonus: +23 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shockclash (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 arcane / 4 lightning Changes stats: +6 Dex / +3 Mag / +9 Wil / +9 Cun Spell save: +9 (+1 eff.) Maximum mana: +51.00 Maximum vim: +30.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velurialle the cashmere cloak (2 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +8 Armour: +6 Defense: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Str / +4 Dex / +4 Wil / +10 Cun Changes resistances: +3% temporal / +17% cold Spell save: +20 (+2 eff.) Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorutta the cashmere cloak (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 acid Changes stats: +3 Str / +4 Mag / +3 Wil / +3 Con Changes resistances: +12% acid / +18% darkness / +12% mind Changes resistances penetration: +13% darkness Changes damage: +16% darkness Stealth bonus: +10 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Ebonyoblivion' (8 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * 10% chance to disease * 30% chance to inflict 15% damage reduction Changes stats: +2 Dex / +4 Wil / +4 Cun Changes resistances: +12% light / +17% fire Changes resistances penetration: +15% blight Stealth bonus: +10 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Glorywyn' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +9% darkness / +3% blight Changes resistances penetration: +8% arcane / +5% mind Changes damage: +9% arcane Critical mult.: +38.00% Stealth bonus: +10 Blindness immunity: +10% Silence immunity: +20% Pinning immunity: +5% Maximum mana: +35.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeranor the Blackvenom (5 def, 5 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +5 Mag Changes resistances: +6% temporal / +19% cold / +9% light / +12% darkness Changes resistances penetration: +5% lightning / +15% darkness Changes damage: +11% light / +13% cold Mental save: +19 (+2 eff.) Maximum life: +44.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beluba (14 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +6 Str / +8 Mag / +6 Wil / +6 Cun Changes resistances: +9% lightning / +30% fire / +23% cold Changes damage: +7% lightning / +16% fire / +19% cold / +12% physical Critical mult.: +12.00% Reduces incoming crit damage: 15.00% Poison immunity: +15% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+2 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+2 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Gydunagrim the Satyrripper (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun Changes resistances: +15% nature Changes resistances penetration: +10% nature Changes damage: +9% nature Grants telepathy: Humanoid/Orc Mental save: +30 (+4 eff.) Maximum hate: +6.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lightningstone (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +3 Con Changes resistances: +15% mind / +24% lightning Changes resistances penetration: +10% mind Changes damage: +14% nature Poison immunity: +36% Disease immunity: +40% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Loralarim the Gloomquench (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +22% fire / +5% arcane / +12% cold Changes resistances penetration: +25% darkness Changes damage: +15% fire Spell save: +20 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Noonmalice (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +6% light Changes damage: +21% light / +6% arcane / +7% all Mana when firing critical spell: +4.00 Spellpower: +10 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Stokewasp the cashmere robe (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Changes resistances: +30% fire Changes resistances penetration: +25% fire Physical save: +24 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+3 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Tureleg the silk robe (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +3 Cun / +3 Mag Changes resistances penetration: +5% blight Changes damage: +6% arcane / +15% light / +11% darkness Critical mult.: +10.00% Spell save: +24 (+2 eff.) Mana each turn: +0.25 Maximum mana: +66.00 Spellpower: +29 (+5 eff.) Spell crit. chance: +23% Damage Shield penetration: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Nidir' (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +3 Con Changes resistances: +9% acid Changes resistances penetration: +25% acid Changes damage: +20% arcane Grants telepathy: Humanoid/Orc All Maximum mana: +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Amahir' (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +1 Str / +4 Mag / +4 Wil / +9 Con Changes resistances: +14% mind Changes damage: +14% mind / +13% nature Grants telepathy: Dragon Humanoid/Orc Reduces incoming crit damage: 5.00% Poison immunity: +44% Disease immunity: +32% Silence immunity: +29% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +14 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Brenaramnir' (3 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes resistances: +22% acid / +5% arcane / +15% mind Changes damage: +15% acid Reduces incoming crit damage: 15.00% Spell save: +15 (+1 eff.) Mental save: +6 (+1 eff.) Teleport immunity: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Dazzleripper' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 12 light Changes stats: +6 Mag Changes resistances: +9% light / +5% arcane / +39% darkness / +16% mind Changes resistances penetration: +10% temporal / +5% light / +12% physical Changes damage: +15% darkness / +10% temporal / +6% arcane / +17% physical Physical save: +12 (+2 eff.) Spell save: +14 (+1 eff.) Mental save: +28 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +12 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 8 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Anehek (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +6 Mag Changes resistances: +5% arcane / +3% temporal Changes resistances penetration: +10% arcane Changes damage: +8% acid / +24% temporal / +12% arcane / +8% blight Disease immunity: +34% Spellpower: +7 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Balothad (6 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +10 Defense: +6 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +3% Changes resistances: +7% acid / +9% light / +6% darkness / +9% fire / +9% cold / +10% lightning Physical save: +3 (+1 eff.) Silence immunity: +5% Disarm immunity: +10% Teleport immunity: +15% 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 (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 (+1 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 11 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. |
Galathad the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+0 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 blight Changes stats: +2 Wil Changes resistances: +12% blight Changes resistances penetration: +5% blight / +8% physical Grants telepathy: Dragon Equilibrium when hit: +0.12 Maximum psi: +30.00 Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 A pair of boots made of leather. |
Glarejam (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Str / +7 Dex / +2 Cun Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Life regen: +2.30 Light radius: +3 Healing mod.: +14% A pair of boots made of leather. |
Hurindur the Duatheloath (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +9% darkness / +6% fire Changes resistances penetration: +25% fire Changes damage: +18% darkness / +18% fire Physical save: +9 (+1 eff.) Spell save: +11 (+1 eff.) Mental save: +10 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lustrewrack (0 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 Fatigue: +3% Changes resistances: +13% lightning / +13% temporal / +6% mind / +10% fire / +5% arcane / +7% cold Disarm immunity: +10% Knockback immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
Shadowblur (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 temporal Changes resistances penetration: +5% temporal Changes damage: +3% darkness Physical save: +14 (+2 eff.) Spell save: +11 (+1 eff.) Mental save: +11 (+2 eff.) Silence immunity: +40% Confusion immunity: +20% Stun/Freeze immunity: +36% Spellpower: +5 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Silinne the pair of dwarven-steel boots (10 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +20% blight Changes damage: +18% temporal Silence immunity: +32% Confusion immunity: +27% Stun/Freeze immunity: +32% Spellpower: +5 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 47 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. |
Vorawen the pair of dwarven-steel boots (9 def, 11 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 12 blight Changes stats: +3 Mag / +3 Wil Life regen: +0.40 Stamina each turn: +0.60 Mana each turn: +0.08 Vim when firing critical spell: +3.00 Maximum stamina: +23.00 Infravision radius: +2 It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 9 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.miner's pair of drakeskin leather boots of uncanny dodging (7 def, 14 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +7 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +5% Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots of rushing (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +4 Con It can be used to activate talent Rush, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of dwarven-steel boots 'Purerage' (14 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +14 (+4 eff.) Fatigue: -3% Changes stats: +2 Con Changes resistances: +7% fire / +5% cold Changes resistances penetration: +15% nature Grants telepathy: Dragon Infravision radius: +2 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 35% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Beuthel' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 mind / 20 blight Changes stats: +3 Mag / +3 Wil Changes resistances: +9% fire / +10% cold Silence immunity: +32% Confusion immunity: +28% Stun/Freeze immunity: +25% Vim when firing critical spell: +3.00 Spellpower: +4 (+1 eff.) It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 9 turns. A pair of boots made of leather. |
pair of hardened leather boots 'Cuthindil' (6 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances penetration: +20% physical Physical save: +3 (+1 eff.) Life regen: +0.60 Stamina each turn: +0.60 Spellpower: +5 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of hardened leather boots 'Cystlord' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +6% nature Changes resistances penetration: +25% arcane Changes damage: +6% arcane Maximum encumbrance: +34 Physical save: +11 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +7% A pair of boots made of leather. |
pair of hardened leather boots 'Healsage' (0 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Str / +3 Mag / +5 Con Changes resistances penetration: +15% temporal Changes damage: +7% physical / +9% nature / +9% temporal Spell save: +3 (+0 eff.) Lowers spell cool-downs by: 10% Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 4 cooldown : Effective talent level: 3.0 Power cost: 4 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
pair of hardened leather boots 'Poridassra' (0 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: -3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Mag / +5 Wil Changes resistances penetration: +5% temporal Maximum encumbrance: +25 Physical save: +10 (+1 eff.) Mental save: +3 (+1 eff.) Psi when hit: +0.12 Mindpower: +2 (+1 eff.) Infravision radius: +2 It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 9 turns. A pair of boots made of leather. |
Bogoozer (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +2 Damage (Melee): 13 light / 11 mind Damage when hit (Melee): 8 arcane Changes stats: +4 Str Changes resistances: +6% darkness / +9% light / +8% mind Changes damage: +6% light / +6% mind Stun/Freeze immunity: +5% Only die when reaching: -40.00 life When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 3). On weapon hit: * Slows global speed by 40% * 7% chance to blind Burst (radius 2) on crit: +10 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Daimynarilach the Airbrawn (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +2 Damage when hit (Melee): 4 lightning Changes stats: +4 Str / +8 Mag Changes damage: +12% arcane When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% On weapon hit: * 20% chance to cause random gloom * 20% chance to daze at end of turn Damage (Melee): +13 arcane Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +19 arcane / +12 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 70% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 4 power out of 12/12) : Effective talent level: 5.0 Power cost: 4 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 445.67 fire damage and 359.45 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 6 power out of 24/24) : Effective talent level: 4.0 Power cost: 6 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Glorumira the Unlightobeisance (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Changes resistances: +5% arcane Changes resistances penetration: +20% arcane Changes damage: +6% darkness / +12% arcane Physical save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +26% When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Burst (radius 1) on hit: +16 arcane Burst (radius 2) on crit: +4 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gunagrim (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 10 blight Changes resistances: +9% blight Changes damage: +12% blight Critical mult.: +25.00% Equilibrium when hit: +0.16 Maximum hate: +2.00 Mindpower: +6 (+1 eff.) When used to modify unarmed attacks: Power: 138% Range: 1.4x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 5). Burst (radius 2) on crit: +23 blight Metal gloves protecting the hands up to the middle of the lower arm. |
Mayinne the hardened leather gloves (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +11 (+1 eff.) Armour: +2 Damage (Melee): 9 mind Changes stats: +4 Str Changes resistances: +8% mind Changes resistances penetration: +5% acid Changes damage: +4% mind / +6% temporal Physical save: +8 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +29% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Power: 127% Range: 1.1x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Psychic Lobotomy (20% chance level 3). On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +8 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Power: 131% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 80% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). It can be used to activate talent Frost Grab (costing 7 power out of 30/30) : Effective talent level: 4.0 Power cost: 7 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 397.44 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Sepsisstar (0 def, 17 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +14.0% Armour: +17 Armour Hardiness: +10% Effects on melee hit: * Slows global speed by 15% * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Con Changes resistances: +9% physical Changes damage: +15% nature Critical mult.: +9.00% Physical save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +37% Spell crit. chance: +16% Mental crit. chance: +9% When used to modify unarmed attacks: Power: 138% Range: 1.1x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shadowpall the hardened leather gloves (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: * 30% chance to inflict 15% damage reduction Changes resistances penetration: +10% acid Changes damage: +12% darkness Life regen: +2.80 Stamina each turn: +1.30 Maximum stamina: +28.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 3). On weapon hit: * 40% chance to inflict 15% damage reduction Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +28 darkness / +8 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Spiderbender (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +23 (+3 eff.) Physical crit. chance: +13.0% Armour: +2 Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes stats: +3 Dex Changes resistances: +6% fire / +5% arcane / +9% temporal Critical mult.: +9.00% Physical save: +7 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +33% Spell crit. chance: +8% Mental crit. chance: +9% When used to modify unarmed attacks: Power: 129% Range: 1.1x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +17 Armour Penetration: +3 Crit. chance: +16.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 6 power out of 16/16) : Effective talent level: 3.0 Power cost: 6 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 236.42 to 709.25 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tuleyasin the Gloomquell (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes stats: +3 Con Changes resistances: +9% lightning Changes resistances penetration: +5% darkness Changes damage: +12% lightning Physical save: +21 (+3 eff.) Spell save: +6 (+0 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +36% Life regen: +2.90 Stamina each turn: +2.00 Mana each turn: +0.40 Maximum stamina: +27.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +7% When used to modify unarmed attacks: Power: 139% Range: 1.4x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +22 physical / +8 arcane / +4 darkness Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Willowswift (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +2 Damage (Melee): 7 darkness Changes stats: +3 Str / +4 Mag Changes resistances: +3% blight / +6% darkness / +6% mind Changes damage: +3% arcane / +6% nature / +7% darkness Reduces incoming crit damage: 5.00% When used to modify unarmed attacks: Power: 130% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% On weapon hit: * 10% chance to inflict 15% damage reduction Damage (Melee): +7 arcane Burst (radius 2) on crit: +7 arcane / +4 nature Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Glarecast' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+1 eff.) Armour: +2 Damage (Melee): 19 lightning Damage when hit (Melee): 12 light Changes stats: +4 Str / +1 Con Changes resistances: +16% lightning Changes damage: +12% lightning Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Infravision radius: +3 When used to modify unarmed attacks: Power: 127% Range: 1.4x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Lightning Breath (20% chance level 3). Burst (radius 2) on crit: +16 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Dagiruindur' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 temporal / 10 darkness / 10 light Damage (Ranged): 10 temporal Changes resistances: +7% temporal / +5% darkness / +7% light Changes damage: +4% temporal / +3% darkness / +5% light Mental save: +12 (+2 eff.) Hate when firing a critical mind attack: +3.00 When used to modify unarmed attacks: Power: 112% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 5% chance to blind * 8% chance to inflict 15% damage reduction * 5% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Murkfiend' (0 def, 2 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Physical power: +10 (+1 eff.) Armour: +2 Damage (Melee): 8 lightning Damage when hit (Melee): 16 nature Changes stats: +3 Str / +4 Dex / +3 Cun Changes resistances: +7% lightning / +6% fire / +3% nature / +9% blight Changes damage: +6% lightning / +3% fire / +9% nature Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+1 eff.) Spell save: +14 (+1 eff.) When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). On weapon hit: * Slows global speed by 18% * 13% chance to corrode armour by 30% Burst (radius 2) on crit: +7 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 3 power out of 10/10) : Effective talent level: 2.4 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 482.22 mind damage and cripples the target's higher mental functions, reducing cunning by 27 and confusing (39% power) the target for 3 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Belitha the Heatqueller (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Wil Changes resistances: +9% physical / +15% darkness / +3% fire Changes damage: +14% physical / +14% darkness / +21% mind Physical save: +9 (+1 eff.) Mana each turn: +2.00 Mana when hit: +1.90 Maximum mana: +76.00 Maximum hate: +14.00 Spellpower: +7 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +3% It can be used to activate talent Manaflow, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 18 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Chamnir (9 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Changes stats: +5 Str / +6 Dex / +3 Con Changes resistances: +6% acid / +16% light / +28% darkness Physical save: +3 (+1 eff.) Life regen: +0.40 Infravision radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Corpsepain the drakeskin leather cap (8 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Dex / +6 Mag / +5 Wil Changes resistances: +4% all Changes damage: +18% blight / +3% temporal / +15% arcane / +3% nature Physical save: +10 (+1 eff.) Spell crit. chance: +1% A cap made of leather. |
Crown of Burning Pain (11 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +11 (+3 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire It can be used to activate talent Meteor Rain (costing 10 power out of 50/50) : Effective talent level: 2.0 Power cost: 10 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 339.72 fire and 270.47 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 15 power out of 45/45) : Effective talent level: 3.0 Power cost: 15 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 251.54 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Emethra the drakeskin leather cap (0 def, 5 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +9 Dex Changes resistances: +8% blight / +17% darkness / +18% nature / +15% light Physical save: +6 (+1 eff.) Mental save: +10 (+1 eff.) Disease immunity: +10% Cut immunity: +10% A cap made of leather. |
Flarenull the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +8 (+1 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical / 16 fire Changes stats: +9 Str / +4 Dex / +5 Wil / +4 Cun Changes resistances: +18% fire / +5% arcane / +9% physical Physical save: +8 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 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 1805.4 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Grinugas (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% Damage when hit (Melee): 8 mind / 8 physical Changes stats: +4 Str / +7 Dex / +3 Cun Changes resistances: +20% darkness / +17% cold Allows you to breathe in: water Mental save: +9 (+1 eff.) Hate when firing a critical mind attack: +3.00 Infravision radius: +5 It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 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 1805.4 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Helm of the Dominated (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+2 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Jetkin (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 16 darkness / 4 fire Changes resistances: +9% darkness / +3% fire Changes damage: +3% darkness Life regen: +2.90 Equilibrium when hit: +2.90 Psi when hit: +2.40 Hate when hit: +2.30 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+3 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 10 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Pitchwolf (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: +13 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +11 Str / +7 Dex / +2 Mag / +9 Wil / +5 Con Changes resistances: +27% darkness / +11% physical Reduces incoming crit damage: 15.00% Physical save: +9 (+1 eff.) Infravision radius: +8 A cap made of leather. |
Ragiromirin (0 def, 3 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 blight Changes stats: +8 Str / +3 Dex / +8 Wil / +3 Cun / +3 Con / +7 Lck Changes resistances: -24% light / +8% physical Physical save: +11 (+2 eff.) Life regen: +1.80 Mana when firing critical spell: +1.00 Spell crit. chance: +6% Mental crit. chance: +6% Infravision radius: +3 A cap made of leather. |
Salaranne (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 Str Changes resistances: +9% lightning Spell save: +48 (+5 eff.) Blindness immunity: +15% Poison immunity: +20% Stun/Freeze immunity: +15% Knockback immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+2 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tulithel (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes stats: +4 Cun / +5 Wil Changes resistances penetration: +20% arcane Changes damage: +24% blight Maximum mana: +60.00 Spellpower: +4 (+1 eff.) Mindpower: +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Urthygar (6 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 8 physical Changes stats: +10 Str Changes resistances: +5% all Changes resistances penetration: +10% acid / +25% mind Changes damage: +6% acid Physical save: +11 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 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 1805.4 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Veluriatha (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +1 Str / +4 Cun / +2 Con Changes resistances: +11% acid / +18% fire / +19% cold / +17% mind / +7% lightning Changes damage: +3% acid Mental save: +16 (+2 eff.) Confusion immunity: +32% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Viperbearer (7 def, 3 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +3 Defense: +7 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 7 physical Changes stats: +4 Cun / +3 Str Changes resistances: +14% blight / +9% lightning / +12% light / +11% nature It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 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 1805.4 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
cashmere wizard hat 'Dusknoon' (2 def, 6 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +11% blight / +9% cold / +10% nature Reduces incoming crit damage: 15.00% Mental save: +20 (+3 eff.) Confusion immunity: +10% Pinning immunity: +25% A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Chalegogen' (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% Changes stats: +4 Str / +6 Dex Changes resistances: +11% nature / +24% darkness Changes resistances penetration: +15% mind Critical mult.: +10.00% Spell save: +10 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +82.00 Maximum mana: +20.00 Infravision radius: +6 Healing mod.: +19% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather cap of the bounder (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +6 Dex A cap made of leather. |
dwarven-steel helm 'Sewerstake' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 mind Changes resistances: +26% nature / +10% blight Changes resistances penetration: +25% nature Changes damage: +12% nature / +12% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Smolderwasp' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 mind Changes stats: +7 Con Changes resistances: +15% mind / +24% fire Changes resistances penetration: +20% fire Changes damage: +12% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Yvobeth' (6 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +4% Changes stats: +6 Str / +2 Mag / +7 Wil Changes resistances: +8% blight / +11% cold / +8% fire / +4% all Reduces incoming crit damage: 15.00% Physical save: +10 (+1 eff.) Mental save: +7 (+1 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Polira' (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +15 Wil Changes resistances: +6% darkness Reduces incoming crit damage: 16.00% Physical save: +15 (+2 eff.) Disarm immunity: +10% Stun/Freeze immunity: +30% Life regen: +5.50 Mana each turn: +0.04 Only die when reaching: -40.00 life Maximum mana: +40.00 Mindpower: +5 (+1 eff.) Damage Shield Power: +14% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Ulidunaleg' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+0 eff.) Defense: +3 (+1 eff.) Changes resistances: +21% fire / +6% darkness / +18% cold Mental save: +3 (+1 eff.) Pinning immunity: +20% Psi each turn: +0.25 Maximum stamina: +10.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Healing mod.: +10% A pointy cloth hat, very wizardly... |
hardened leather cap 'Xanuwyn' (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +11 Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +5 Wil Changes resistances: +10% blight Changes resistances penetration: +10% physical Critical mult.: +12.00% Mental save: +10 (+1 eff.) Stamina each turn: +0.60 Only die when reaching: -20.00 life A cap made of leather. |
This item will automatically be transmogrified when you leave the level.starseer's elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +8 Con Changes damage: +11% temporal / +13% light / +7% physical / +18% arcane / +10% darkness Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 4 cooldown : Effective talent level: 15.0 Power cost: 4 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 55 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 14 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Belastir (14 def, 16 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +14 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +16% Changes resistances: +8% mind / +8% physical Physical save: +20 (+2 eff.) Spell save: +15 (+1 eff.) Mental save: +21 (+3 eff.) Life regen: +1.50 Maximum life: +100.00 Healing mod.: +18% A suit of armour made of mail. |
Beluminne (20 def, 20 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+5 eff.) Fatigue: +16% Damage when hit (Melee): 8 acid Changes stats: +5 Cun Changes resistances: +5% arcane Changes resistances penetration: +10% arcane / +20% blight Changes damage: +9% arcane / +30% blight Mental save: +25 (+3 eff.) A suit of armour made of mail. |
Burnjeer the stralite mail armour (4 def, 16 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +9% Damage when hit (Melee): 4 arcane Changes resistances: +24% lightning / +12% fire / +8% mind Changes resistances penetration: +10% arcane / +15% fire Physical save: +12 (+2 eff.) Mental save: +18 (+2 eff.) A suit of armour made of mail. |
Camylegrim (7 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +7 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +6% acid / +8% physical / +3% mind / +15% blight / +22% cold / +6% nature / +6% arcane Physical save: +12 (+2 eff.) Spell save: +18 (+2 eff.) Pinning immunity: +5% A suit of armour made of mail. |
Neryrima the stralite mail armour (10 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +10 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +23% Changes stats: +5 Str / +11 Con Changes resistances: +26% lightning / +14% fire / -15% light / +6% darkness Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +10% Maximum life: +63.00 Maximum stamina: +30.00 A suit of armour made of mail. |
Olakath the stralite mail armour (4 def, 23 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Armour: +23 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 8 physical Changes stats: +3 Con Physical save: +10 (+1 eff.) Only die when reaching: -60.00 life Maximum stamina: +20.00 Infravision radius: +3 A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 17 power out of 80/80) : Effective talent level: 3.0 Power cost: 17 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 206.76 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. |
Singestar (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): 12 fire Changes resistances: +21% lightning / +30% fire Changes damage: +30% mind / +6% fire A suit of armour made of mail. |
Sunworth (4 def, 15 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 4 darkness Changes resistances: +7% physical / +3% darkness / +16% blight / +12% fire / +18% nature Changes resistances penetration: +15% fire Changes damage: +12% fire Reduced damage from: +8% Unnatural Physical save: +27 (+3 eff.) A suit of armour made of mail. |
dwarven-steel mail armour 'Stormbliss' (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn Damage when hit (Melee): 8 acid / 12 lightning Changes stats: +5 Str / +5 Con Changes resistances: +12% lightning Changes resistances penetration: +25% lightning Maximum life: +72.00 A suit of armour made of mail. |
stralite mail armour 'Aeridhetha' (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 light Changes stats: +3 Str / +4 Wil / +1 Con Changes resistances: +20% blight / +3% nature / +9% mind / +17% darkness Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Mental save: +16 (+2 eff.) Life regen: +1.60 Maximum life: +88.00 Light radius: +2 Healing mod.: +18% A suit of armour made of mail. |
stralite mail armour 'Hogavon' (14 def, 15 armour)Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +14 (+4 eff.) Fatigue: +16% Damage when hit (Melee): 4 arcane / 12 mind Changes stats: +4 Cun Changes resistances: +24% lightning / +13% arcane / +6% mind Changes resistances penetration: +20% mind Spell save: +18 (+2 eff.) Mental save: +18 (+2 eff.) A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+2 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Darkglamour the hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +5 Dex Changes resistances penetration: +15% physical Changes damage: +6% darkness Physical save: +30 (+3 eff.) Maximum life: +65.00 Healing mod.: +20% A suit of armour made of leather. |
Givena the Bleakmortal (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 darkness Changes resistances: +20% darkness / +24% fire Changes damage: +6% nature / +27% darkness A suit of armour made of leather. |
Isogama the Umbrastreak (4 def, 7 armour)Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn * 30% chance to inflict 15% damage reduction Changes stats: +8 Cun / +7 Wil Changes resistances: +9% acid / +9% cold / +5% arcane Changes damage: +6% darkness Mental save: +20 (+3 eff.) A suit of armour made of leather. |
Lavaripper (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +18 (+2 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 fire Changes stats: +4 Str / +6 Mag / +7 Wil Changes resistances: +15% lightning / +23% acid Changes damage: +9% blight Spellpower: +10 (+2 eff.) Spell crit. chance: +9% Mindpower: +11 (+2 eff.) Mental crit. chance: +10% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 4 power out of 16/16) : Effective talent level: 4.0 Power cost: 4 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 652.15 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Relgazilarim the reinforced leather armour (22 def, 14 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +22 (+6 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +4 Cun / +4 Dex Changes resistances: +9% mind Critical mult.: +10.00% Spell save: +20 (+2 eff.) Mental save: +45 (+5 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% Movement speed: +20% A suit of armour made of leather. |
Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Skywaker the reinforced leather armour (13 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 penetration: +15 Physical crit. chance: +6.0% Armour: +7 Defense: +13 (+4 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 5 light / 20 lightning Changes stats: +4 Wil Changes resistances: +10% acid / +9% physical / +13% darkness / +18% blight / +16% fire / +14% lightning / +7% cold Changes resistances penetration: +5% fire Changes damage: +3% lightning Stamina each turn: +0.80 Mindpower: +10 (+2 eff.) Light radius: +2 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 294 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Wretchstreak the hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 arcane Changes stats: +6 Str Changes resistances: +18% lightning / +10% physical / +13% darkness / +17% fire / +5% arcane Changes resistances penetration: +15% arcane / +20% nature Light radius: +1 It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 6.0 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 56 for 8 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing drakeskin leather armour of command (18 def, 15 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: +15 Defense: +18 (+5 eff.) Fatigue: +8% Changes stats: +4 Cun Changes resistances: +17% nature / +19% blight Mental save: +25 (+3 eff.) A suit of armour made of leather. |
reinforced leather armour 'Earosin' (13 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +7 Defense: +13 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +3 Mag Changes resistances: +3% physical / +27% fire Stamina each turn: +0.80 Maximum life: +40.00 Light radius: +3 A suit of armour made of leather. |
reinforced leather armour 'Murkzephyr' (4 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +25% cold Changes damage: +12% mind / +6% darkness Mental save: +39 (+5 eff.) Psi when hit: +0.16 Mental crit. chance: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked drakeskin leather armour of acid resistance (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: +25% acid A suit of armour made of leather. |
Abysshunt (16 def, 31 armour)Requires: - Strength 35 - 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 3 When wielded/worn: Armour: +31 Defense: +16 (+4 eff.) Fatigue: +24% Damage when hit (Melee): 10 light / 8 fire Changes stats: +3 Cun / +3 Wil Changes resistances: +17% blight / +18% darkness Changes resistances penetration: +25% mind Changes damage: +6% mind / +12% fire Mental save: +18 (+2 eff.) Light radius: +1 A suit of armour made of metal plates. |
Brodentir (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 12 blight Changes resistances: +19% lightning / +20% cold / +22% temporal Changes damage: +9% acid Spell save: +10 (+1 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 A suit of armour made of metal plates. |
Carrionhacker (16 def, 20 armour)Requires: - Strength 48 - 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 4 When wielded/worn: Armour: +20 Defense: +16 (+4 eff.) Fatigue: +26% Damage when hit (Melee): 8 nature / 4 arcane Changes stats: +5 Cun Changes resistances: +3% nature / +20% cold Changes resistances penetration: +15% arcane Changes damage: +12% nature Mental save: +19 (+2 eff.) Life regen: +3.00 Maximum life: +45.00 Healing mod.: +22% A suit of armour made of metal plates. |
Darkwar (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): 20 darkness / 16 mind Changes resistances: +8% physical Changes resistances penetration: +15% darkness Physical save: +18 (+2 eff.) Mental save: +30 (+4 eff.) Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +5.00 Maximum hate: +8.00 A suit of armour made of metal plates. |
Erandil (5 def, 24 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: +24 Defense: +5 (+2 eff.) Fatigue: +24% Changes resistances: +6% blight / +12% mind / +5% arcane Reduces incoming crit damage: 10.00% Mental save: +6 (+1 eff.) Disarm immunity: +15% Confusion immunity: +25% A suit of armour made of metal plates. |
Gloraldarama the Flamequench (18 def, 41 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +41 Defense: +18 (+5 eff.) Fatigue: +26% Changes stats: +6 Str / +1 Cun / +3 Con Changes resistances: +9% fire Mental save: +21 (+3 eff.) Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +94.00 Spellpower: +2 (+0 eff.) Damage Shield penetration: +20% A suit of armour made of metal plates. |
Goresteel (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 nature / 12 physical Changes resistances: +6% blight / +18% lightning Changes resistances penetration: +20% nature Changes damage: +12% nature A suit of armour made of metal plates. |
Hirolach the dwarven-steel plate armour (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: Accuracy: +16 (+2 eff.) Physical crit. chance: +4.0% Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +6 Dex / +1 Con Changes resistances: +10% physical Changes resistances penetration: +10% blight Critical mult.: +6.00% Physical save: +18 (+2 eff.) A suit of armour made of metal plates. |
Hurak the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +18 (+2 eff.) Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +6 Str / +4 Mag / +7 Wil Changes resistances: +16% lightning / +20% fire / +13% light / +18% darkness Spell save: +9 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +9% Mindpower: +18 (+3 eff.) Mental crit. chance: +6% A suit of armour made of metal plates. |
Lustresweeper (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 lightning Changes resistances: +9% mind / +15% light Changes damage: +6% light / +12% lightning Mental save: +19 (+2 eff.) A suit of armour made of metal plates. |
Murkpunish (27 def, 32 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +32 Defense: +27 (+7 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +8 Cun / +4 Con Changes resistances: +6% nature Changes damage: +3% nature Mental save: +43 (+5 eff.) Maximum life: +58.00 Light radius: +3 A suit of armour made of metal plates. |
Velymira the stralite plate armour (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 (+2 eff.) Fatigue: +26% Changes stats: +3 Wil / +4 Mag Changes resistances: +23% lightning Changes resistances penetration: +10% arcane Life regen: +6.60 Stamina each turn: +1.60 Maximum life: +66.00 Maximum mana: +80.00 Spell crit. chance: +1% Healing mod.: +13% A suit of armour made of metal plates. |
Zubomiwyn the dwarven-steel plate armour (5 def, 17 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +5 (+2 eff.) Fatigue: +32% Changes stats: +1 Dex / +7 Con Changes resistances: +21% lightning / +2% physical / -13% light / +31% fire / +11% darkness Physical save: +7 (+1 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+1 eff.) Stamina each turn: +0.20 Maximum vim: +20.00 A suit of armour made of metal plates. |
stralite plate armour 'Layoldawyn' (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes resistances: +9% darkness / +25% cold Critical mult.: +10.00% Blindness immunity: +35% Cut immunity: +15% Knockback immunity: +25% Only die when reaching: -60.00 life A suit of armour made of metal plates. |
stralite plate armour 'Mayunne' (7 def, 17 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Accuracy: +4 (+0 eff.) Armour: +17 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +4 Str / +2 Mag / +4 Wil / +2 Con Changes resistances: +18% nature / +18% blight Physical save: +20 (+2 eff.) Life regen: +1.00 A suit of armour made of metal plates. |
Armafast the stralite shield (10 def, 2 armour, 138.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes stats: +2 Mag / +8 Wil / +4 Con Changes resistances: +23% lightning Talent granted: +4 Block Maximum hate: +6.00 Mental crit. chance: +4% See invisible: +6 Handheld deflection devices. |
Black Mesh (8 def, 2 armour, 120 block)Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Blackfire Aegis (8 def, 18 armour, 235 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+1 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
Fire Dragon Shield (16 def, 9 armour, 220 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +16 (+4 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +5 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Growsun the stralite shield (22 def, 2 armour, 141.5 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: +22 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% Changes resistances: +30% acid Changes resistances penetration: +10% nature Changes damage: +6% acid Talent granted: +4 Block Deflect projectiles away: +16% Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 180 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Poroyaselaith the stralite shield (10 def, 2 armour, 139 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 penetration: +2 Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +23% lightning / +5% arcane / +12% blight Talent granted: +4 Block Stun/Freeze immunity: +25% Handheld deflection devices. |
Sanguine Shield (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+4 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Shieldsmaiden (5 def, 20 armour, 150 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Skybutcher (10 def, 2 armour, 132.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 8 lightning Changes resistances: +32% acid / +3% darkness / +13% fire / +9% cold / +9% nature / +12% lightning Changes resistances penetration: +5% lightning Talent granted: +4 Block Handheld deflection devices. |
Summertide (17 def, 15 armour, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+5 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+2 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 194.81 to 243.51 light damage (based on Willpower and Cunning), costing 4 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
dwarven-steel shield 'Deepsblur' (8 def, 2 armour, 80 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 21% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% darkness / +16% temporal Changes damage: +6% physical Talent granted: +3 Block Physical save: +30 (+3 eff.) Stamina each turn: +0.40 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.scouring voratun shield of crushing (12 def, 3 armour, 209.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 31% chance to reduce effective powers by 20% * 23 arcane resource burn Changes stats: +7 Con Changes resistances: +16% acid / +18% nature Talent granted: +5 Block Handheld deflection devices. |
stralite shield 'Flowerriver' (10 def, 2 armour, 134 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects on melee hit: * 10% chance to cause random gloom Effects when hit in melee: * 14% chance to cause random gloom Damage when hit (Melee): 8 nature Changes resistances: +32% lightning / +10% fire / +9% cold / +12% acid Talent granted: +4 Block Handheld deflection devices. |
stralite shield 'Murkgasher' (10 def, 2 armour, 141 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 15% Effects when hit in melee: * 23% chance to blind * 15% chance to corrode armour by 30% Changes stats: +4 Mag / +9 Con Changes resistances: +16% acid / +23% fire / +15% light Changes damage: +9% nature / +6% lightning Talent granted: +4 Block Handheld deflection devices. |
stralite shield 'Starfoe' (10 def, 2 armour, 143.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 16% chance to blind Changes stats: +6 Mag / +2 Wil / +1 Cun / +5 Con Changes resistances: +20% fire / +27% light / +5% darkness Changes resistances penetration: +5% light Grants telepathy: Humanoid/Orc Talent granted: +4 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Arkul's Siege Arrows (14/14, 180% power, 100 apr) Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 40% Wil, 50% Dex, 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Armurach (17/17, 155% power, 21 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 155% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +13.0% Capacity: 17 Travel speed: +200% Damage (Ranged): +40 mind Burst (radius 1) on hit: +24 mind Burst (radius 2) on crit: +12 mind Arrows are used with bows to pierce your foes to death. |
Eclipsequill (15/15, 142% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 142% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 15 On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Ranged): +21 cold / +12 temporal / +4 darkness Burst (radius 1) on hit: +16 temporal Burst (radius 2) on crit: +8 temporal Arrows are used with bows to pierce your foes to death. |
Gloralle the Growmight (22/22, 154% power, 15 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +4.5% Capacity: 22 On weapon hit: * 20% chance to curse the target * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target for 7 turns: 39 bleeding, 91% reduced healing Damage (Ranged): +17 physical / +17 darkness / +20 blight / +17 bleed / +26 temporal Burst (radius 1) on hit: +8 nature / +16 physical Arrows are used with bows to pierce your foes to death. |
Islidatta the quiver of elven-wood arrows (22/22, 153% power, 14 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +23 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 On weapon hit: * disrupts spell-casting * 25% chance to put talents on cooldown Damage (Ranged): +24 mind Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +12 mind Damage against: +20% Unnatural Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (20/20, 127% power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 127% Range: 1.4x Uses stats: 60% Wil, 60% Dex, 100% Mag Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Quiver of the Sun (25/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 100% Mag Damage type: Bright light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Xerilelle the Kindlenail (23/55, 162% power, 23 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 163% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +2.5% Capacity: 55 Turns elapse between self-loadings: 3 Damage (Ranged): +4 fire / +20 light / +32 darkness Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +8 physical Damage against: +23% Undead / +20% Living When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Dimpride' (21/49, 166% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 49 On weapon hit: * 40% chance to corrode armour by 30% * 20% chance to curse the target Damage (Ranged): +18 blight / +67 darkness / +8 acid Burst (radius 1) on hit: +20 darkness Damage against: +30% Living When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Demonmistress' (16/16, 108% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 108% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 On weapon hit: * 40% chance to inflict 15% damage reduction * 40% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 39 bleeding, 91% reduced healing Damage (Ranged): +24 lightning / +20 darkness / +12 bleed Burst (radius 1) on hit: +4 lightning / +8 darkness Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Cleansebringer' (19/19, 171% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 171% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Nature Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 14% chance to disease * 25% chance for lightning to arc to a second target Damage (Ranged): +20 blight / +18 lightning Burst (radius 1) on hit: +12 nature / +8 temporal Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Polynn' (23/23, 140% power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 140% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 23 On weapon hit: * 40 arcane resource burn * Slows global speed by 40% * 10% chance to crush the target Damage (Ranged): +17 gravity / +24 mind Burst (radius 1) on hit: +12 mind Arrows are used with bows to pierce your foes to death. |
storming quiver of elm arrows of accuracy (16/16, 113% power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 113% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 Damage (Ranged): +14 lightning Burst (radius 2) on crit: +8 lightning Arrows are used with bows to pierce your foes to death. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
308 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-2 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+1 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Gleamwing the dwarven-steel pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 light Changes stats: +5 Str Changes resistances: +19% fire / +7% darkness / +15% light Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Sewervengeance (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Fatigue: -6% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 darkness Changes stats: +13 Str / +7 Wil Changes resistances: +7% darkness / +8% fire Changes resistances penetration: +10% nature Changes damage: +9% nature / +6% darkness Mental crit. chance: +9% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Giloromigar' (dig speed 23 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +12 Str / +3 Mag / +6 Wil / +2 Cun / +3 Con Changes damage: +24% mind Maximum mana: +43.00 Spell crit. chance: +7% Mindpower: +2 (+1 eff.) Mental crit. chance: +11% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 27 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+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.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 33 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Adarira the dwarven lanternPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight / 28 fire Changes resistances: +12% blight / +13% fire Changes damage: +6% blight Mental save: +10 (+1 eff.) Light radius: +4 See stealth: +13 See invisible: +16 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Betusema the dwarven lanternPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +20% darkness / +9% light Changes damage: +25% light / +11% darkness Damage affinity(heal): +10% light / +5% darkness Critical mult.: +9.00% Maximum stamina: +5.00 Light radius: +9 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 3 cooldown : Effective talent level: 4.0 Power cost: 3 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 688.35 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 4 power out of 15/15) : Effective talent level: 3.0 Power cost: 4 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 771.35 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Earoldir the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Armour: +2 Changes stats: +1 Cun Changes resistances: +12% blight / +10% darkness Changes resistances penetration: +10% all Mental save: +11 (+2 eff.) Blindness immunity: +10% Disease immunity: +20% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +6 Infravision radius: +9 See stealth: +25 See invisible: +23 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 10 cooldown : Effective talent level: 1.0 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 68 blight damage or heals 44 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 27 power out of 150/150) : Effective talent level: 4.0 Power cost: 27 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 125.51 cold damage and 129.45 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Ememina the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 17 fire Changes stats: +6 Wil Changes resistances: +6% blight / +8% fire Changes damage: +12% mind / +3% blight Critical mult.: +10.00% Mental save: +10 (+1 eff.) Equilibrium when hit: +0.04 Mental crit. chance: +1% Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 619.70 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 619.70 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
ShadeburstInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +8 Changes stats: +3 Con Changes resistances: +12% darkness / +3% physical Changes resistances penetration: +5% darkness Mental save: +11 (+2 eff.) Life regen: +0.40 Light radius: +3 See stealth: +16 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused 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 (136 power, based on Willpower), costing 4 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Ziroddasin'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +15% mind Critical mult.: +10.00% Physical save: +10 (+1 eff.) Equilibrium when hit: +0.16 Mental crit. chance: +8% Light radius: +3 Healing mod.: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Torchwing'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +8 (+1 eff.) Changes stats: +4 Mag Changes resistances penetration: +15% fire Changes damage: +9% fire Stamina each turn: +0.20 Maximum life: +40.00 Spellpower: +6 (+1 eff.) Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Betima'Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 mind / 12 acid Changes resistances: +12% acid / +6% all Changes resistances penetration: +15% mind Changes damage: +3% acid Spell save: +18 (+2 eff.) Mental save: +10 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +10% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Giliregodig'Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Changes stats: +4 Cun / +6 Wil Changes resistances: +3% all Changes resistances penetration: +15% mind Critical mult.: +16.00% Spell save: +11 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 7 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 4 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1299.99 fire damage (based on Magic), costing 17 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (5/5)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 67 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (8/8)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 1075.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 9 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Ariwe the pouch of steel shots (21/21, 121% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 Damage (Ranged): +20 blight / +9 cold / +12 mind / +8 arcane Burst (radius 1) on hit: +28 mind Shots are used with slings to pummel your foes to death. |
Lightningedge (20/20, 138% power, 3 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 139% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * 40% chance to daze at end of turn Damage (Ranged): +42 lightning Burst (radius 1) on hit: +16 lightning / +4 mind Burst (radius 2) on crit: +11 lightning / +8 mind Shots are used with slings to pummel your foes to death. |
Oludas the Cysthash (19/19, 154% power, 5 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 155% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +13.5% Capacity: 19 Turns elapse between self-loadings: 6 On weapon hit: * 27% chance to cause random gloom * Slows global speed by 48% * leeches stamina from the target On weapon crit: * cripple the target Damage (Ranged): +12 mind Shots are used with slings to pummel your foes to death. |
Silysekira the Morbuswhisper (24/24, 144% power, 3 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 144% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 24 On weapon hit: * Slows global speed by 40% Damage (Ranged): +18 cold / +40 nature Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +10 cold / +16 nature / +8 mind Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 139% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
pouch of steel shots 'Glintworm' (24/24, 138% power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 139% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 24 On weapon hit: * 40% chance to blind Damage (Ranged): +16 light Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +16 light Shots are used with slings to pummel your foes to death. |
Starmark the stralite torque of clear mind [power 3] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 blight Changes resistances penetration: +10% arcane Talent cooldown: Silence (-1 turn) Talents granted: +3 Telekinetic Blast +4 Silence Spell save: +3 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +8 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
stralite torque of thermal psionic shield 'Ce'Niwyn' [power 105] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Str / +1 Dex Maximum wards: +2 physical / +3 mind / +4 darkness Changes resistances penetration: +10% blight Talent granted: +1 Ward Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 105 for 7 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
Arogaba the elven-wood totem of cure ailments [power 3] (4 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +9% temporal Changes resistances penetration: +5% temporal Changes damage: +9% temporal Talents cooldown: Rushing Claws (-1 turn) Lay Web (-1 turn) Talents granted: +3 Rushing Claws +3 Lay Web Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 4 turns. Natural totems are made by powerful wilders to store nature power. |
Blindquick the elven-wood totem of thorny skin [power 53] (7 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +12% darkness / +3% lightning Maximum wards: +3 acid / +3 nature / +4 light Changes resistances penetration: +10% lightning Changes damage: +3% darkness Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 53 and armour hardiness by 60%, putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
Dagorin the elven-wood totem of cure ailments [power 3] (4 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +1 Wil Changes resistances: +2% physical Talents cooldown: Rushing Claws (-1 turn) Lay Web (-1 turn) Talents granted: +3 Rushing Claws +3 Lay Web Spell save: +12 (+1 eff.) Disarm immunity: +15% Light radius: +2 It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
Eilinyrivena the elven-wood totem of thorny skin [power 53] (7 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 blight / 4 mind Changes stats: +2 Wil Changes resistances penetration: +10% blight Talents cooldown: Lay Web (-1 turn) Rushing Claws (-1 turn) Talents granted: +3 Lay Web +3 Rushing Claws Hate when firing a critical mind attack: +1.00 Maximum psi: +30.00 Heals friendly targets nearby when you use a nature summon: +40 It can be used to harden the skin for 7 turns increasing armour by 53 and armour hardiness by 60%, putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
Sunraider [power 50] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +5% arcane / +18% fire Changes resistances penetration: +10% arcane / +10% fire Changes damage: +24% arcane It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50%, putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+2 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 12 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
dragonbone totem of thorny skin 'Yvara' [power 89] (7 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +9% temporal / +12% fire Maximum wards: +8 acid / +8 nature / +6 light Changes damage: +12% mind Talent granted: +2 Ward It can be used to harden the skin for 7 turns increasing armour by 89 and armour hardiness by 70%, putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of thorny skin 'Airrage' [power 54] (7 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +1 Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +3% acid / +12% lightning Maximum wards: +2 acid / +4 nature / +3 light Talent granted: +1 Ward Healing mod.: +10% It can be used to harden the skin for 7 turns increasing armour by 54 and armour hardiness by 60%, putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 8 stamina. 100% chance to regenerate 10 equilibrium. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burnquench [power 193] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes resistances: +6% fire Maximum wards: +2 lightning / +3 temporal / +1 blight / +3 fire / +3 cold Changes resistances penetration: +20% nature / +15% fire Changes damage: +9% fire Talent granted: +1 Ward It can be used to creates a wall of flames lasting 4 turns (dealing 558 fire damage overall), putting all charms on cooldown for 2 turns. When used: 100% chance to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ce'Nata the elven-wood wand of clairvoyance [power 13] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +3 lightning / +3 temporal / +2 blight / +4 fire / +4 cold Talent granted: +1 Ward Physical save: +30 (+3 eff.) Blindness immunity: +5% Equilibrium when hit: +0.12 Maximum hate: +6.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 It can be used to reveal the area around you, dispelling darkness (radius 13, power 78 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ce'Netira the ash wand of clairvoyance [power 10] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% light / +6% fire Grants telepathy: Dragon Demon/Major Demon/Minor Psi when hit: +0.12 Maximum psi: +20.00 Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +40 It can be used to reveal the area around you, dispelling darkness (radius 10, power 75 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Demonreek the elven-wood wand of clairvoyance [power 13] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 darkness Changes resistances: +9% nature Changes resistances penetration: +10% darkness Changes damage: +3% darkness Talent cooldown: Volcano (-2 turns) Talent granted: +4 Volcano It can be used to reveal the area around you, dispelling darkness (radius 13, power 78 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 2 turns. When used: 100% chance to regenerate 10 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Oakworth the yew wand of firewall [power 201] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +15% nature Changes resistances penetration: +20% nature Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano Equilibrium when hit: +0.08 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% It can be used to creates a wall of flames lasting 4 turns (dealing 581 fire damage overall), putting all charms on cooldown for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Radhidondur the dragonbone wand of clairvoyance [power 14] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +12% temporal Changes resistances penetration: +10% temporal Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to reveal the area around you, dispelling darkness (radius 14, power 79 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 2 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. |
Unlightsin the elven-wood wand of firewall [power 265] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances: +6% fire Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +9% fire Talent cooldown: Strike (-1 turn) Talents granted: +3 Strike +7 Void Blast It can be used to creates a wall of flames lasting 4 turns (dealing 766 fire damage overall), putting all charms on cooldown for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of clairvoyance 'Ulokan' [power 12] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +12% temporal Talents cooldown: Volcano (-2 turns) Strike (-1 turn) Talents granted: +3 Void Blast +1 Strike +3 Volcano Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to reveal the area around you, dispelling darkness (radius 12, power 77 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 10 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. |
6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Meep the Yeek Temporal Warden level 37
33rd Pyre 123rd year of Ascendancy at 04:24 see stats
Against all odds
Killed Ukruk in the ambush.By Meep the Yeek Temporal Warden level 34
9th Allure 123rd year of Ascendancy at 05:38 see stats
Arachnophobia
Destroyed the spydric menace.By Meep the Yeek Temporal Warden level 40
52nd Pyre 123rd year of Ascendancy at 00:33 see stats
Brave new world
Went to the Far East and took part in the war.By Meep the Yeek Temporal Warden level 40
50th Pyre 123rd year of Ascendancy at 21:08 see stats
Bringer of Doom
Killed a Bringer of Doom.By Meep the Yeek Temporal Warden level 11
9th Mirth 122nd year of Ascendancy at 14:57 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Meep the Yeek Temporal Warden level 28
2nd Wintertide 123rd year of Ascendancy at 07:48 see stats
Destroyer of the creation
Killed Slasul.By Meep the Yeek Temporal Warden level 41
31st Dusk 123rd year of Ascendancy at 17:48 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Meep the Yeek Temporal Warden level 39
36th Pyre 123rd year of Ascendancy at 06:22 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Meep the Yeek Temporal Warden level 35
37th Regrowth 123rd year of Ascendancy at 13:21 see stats
Don't mind the slimy smell
Have 400 walls on the sludgenest turn into hostile creatures.By Meep the Yeek Temporal Warden level 37
57th Regrowth 123rd year of Ascendancy at 17:01 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Meep the Yeek Temporal Warden level 11
9th Mirth 122nd year of Ascendancy at 14:24 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Meep the Yeek Temporal Warden level 17
58th Dusk 122nd year of Ascendancy at 04:14 see stats
Exterminator
Killed 1000 creatures.By Meep the Yeek Temporal Warden level 29
8th Allure 123rd year of Ascendancy at 10:02 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Meep the Yeek Temporal Warden level 48
1st Time of Equilibrium 123rd year of Ascendancy at 10:51 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Meep the Yeek Temporal Warden level 40
31st Dusk 123rd year of Ascendancy at 06:56 see stats
Impossible Death
Got killed by your future self.By Meep the Yeek Temporal Warden level 17
58th Dusk 122nd year of Ascendancy at 05:22 see stats
In the company of slimes
Have 500 walls on the sludgenest turn into hostile creatures.By Meep the Yeek Temporal Warden level 37
59th Regrowth 123rd year of Ascendancy at 01:03 see stats
Level 10
Got a character to level 10.By Meep the Yeek Temporal Warden level 10
9th Mirth 122nd year of Ascendancy at 11:34 see stats
Level 20
Got a character to level 20.By Meep the Yeek Temporal Warden level 20
76th Dusk 122nd year of Ascendancy at 20:35 see stats
Level 30
Got a character to level 30.By Meep the Yeek Temporal Warden level 30
8th Allure 123rd year of Ascendancy at 10:44 see stats
Level 40
Got a character to level 40.By Meep the Yeek Temporal Warden level 40
48th Pyre 123rd year of Ascendancy at 14:13 see stats
Level 50
Got a character to level 50.By Meep the Yeek Temporal Warden level 50
1st Haze 123rd year of Ascendancy at 00:40 see stats
Mad slime dash
Have 300 walls on the sludgenest turn into hostile creatures.By Meep the Yeek Temporal Warden level 37
56th Regrowth 123rd year of Ascendancy at 09:56 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Meep the Yeek Temporal Warden level 36
51st Regrowth 123rd year of Ascendancy at 05:32 see stats
Orcrist
Killed the leaders of the Orc Pride.By Meep the Yeek Temporal Warden level 48
79th Dusk 123rd year of Ascendancy at 22:43 see stats
Pest Control
Killed 1000 reproducing vermin.By Meep the Yeek Temporal Warden level 37
54th Regrowth 123rd year of Ascendancy at 04:00 see stats
Poisonous
Sided with the assassin lord.By Meep the Yeek Temporal Warden level 20
27th Haze 122nd year of Ascendancy at 16:30 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Meep the Yeek Temporal Warden level 45
57th Dusk 123rd year of Ascendancy at 03:28 see stats
Size is everything
Did over 1500 damage in one attack.By Meep the Yeek Temporal Warden level 36
50th Regrowth 123rd year of Ascendancy at 23:07 see stats
Size matters
Did over 600 damage in one attack.By Meep the Yeek Temporal Warden level 20
27th Haze 122nd year of Ascendancy at 16:11 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Meep the Yeek Temporal Warden level 39
48th Pyre 123rd year of Ascendancy at 14:12 see stats
Slime killer party
Have 200 walls on the sludgenest turn into hostile creatures.By Meep the Yeek Temporal Warden level 37
55th Regrowth 123rd year of Ascendancy at 04:08 see stats
Slimefest
Have 100 walls on the sludgenest turn into hostile creatures.By Meep the Yeek Temporal Warden level 36
52nd Regrowth 123rd year of Ascendancy at 10:16 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Meep the Yeek Temporal Warden level 50
1st Haze 123rd year of Ascendancy at 11:10 see stats
The Arena
Unlocked Arena mode.By Meep the Yeek Temporal Warden level 13
21st Dusk 122nd year of Ascendancy at 00:21 see stats
The Old Ones
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Meep the Yeek Temporal Warden level 41
31st Dusk 123rd year of Ascendancy at 10:13 see stats
The Sun Still Shines
Aeryn survived the last battle.By Meep the Yeek Temporal Warden level 50
1st Haze 123rd year of Ascendancy at 11:10 see stats
The bigger the better!
Did over 3000 damage in one attack.By Meep the Yeek Temporal Warden level 40
51st Pyre 123rd year of Ascendancy at 11:40 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Meep the Yeek Temporal Warden level 6
7th Mirth 122nd year of Ascendancy at 13:47 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Meep the Yeek Temporal Warden level 2
2nd Mirth 122nd year of Ascendancy at 13:47 see stats
Triumph of the Way
Won ToME by sacrificing yourself to forcefully spread the Way to every other sentient being on Eyal.By Meep the Yeek Temporal Warden level 50
1st Haze 123rd year of Ascendancy at 11:10 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Meep the Yeek Temporal Warden level 33
8th Allure 123rd year of Ascendancy at 23:55 see stats
Log
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Meep performs a melee critical strike against Argoniel!
Meep misses Argoniel.
Meep hits High Sun Paladin Aeryn for 393 light, 323 darkness (716 total damage).
Meep hits Temporal hound for 268 light, 198 darkness (466 total damage).
Meep hits Argoniel for 2851 physical, 40 lightning (2890 total damage).
Meep hits Temporal hound for 268 light, 198 darkness (466 total damage).
Meep killed Argoniel!
Saving game...
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Triumph of the Way!
Personal New Achievement: The Sun Still Shines!
Saving done.
Temporal hound is free from the hex.
Temporal hound is free from the acid.
Temporal hound deactivates Elemental Discord.
Meep deactivates Temporal Hounds.
Meep deactivates Premonition.
Meep deactivates Weapon Folding.
Meep deactivates Chant of Resistance.
Meep is free from the acid.
Meep deactivates Keen Senses.
Meep deactivates Daunting Presence.
Meep deactivates Lacerating Strikes.
The protective shield of Meep disappears.
Temporal hound deactivates Elemental Discord.




























































































































































































































































































































































