










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
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:
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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 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. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: 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. 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. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Paradox Mage |
| Level / Exp | 50 / 397% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 137 (base 60) |
| Dexterity | 91 (base 60) |
| Constitution | 80 (base 60) |
| Magic | 103 (base 60) |
| Willpower | 88 (base 60) |
| Cunning | 91 (base 60) |
Resources
| Mana | 2159/2159 |
| Psi | 1433/1433 |
| Life | 23806/23806 |
| Stamina | 1657/1657 |
| Paradox | 300 |
| Healing Factor | 1.42 |
| Regeneration | 166.5802 |
Speed
| Mental | +263.2% |
| Attack | +263.2% |
| Movement | +665.16407864999% |
| Spell | +263.2% |
| Global | +384.1% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 14 |
| See Stealth | 135.26167527579 |
| See Invisible | 150.26167527579 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Mainhand
| Damage | 468 |
| Accuracy | 122 |
| Crit Chance | 157% |
| APR | 228 |
| Speed | 0.28 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 120 |
| Crit Chance | 100% |
| Speed | 0.27533039647577 |
| Cooldown Reduction | 95.55 |
Offense: Mind
| Mindpower | 120 |
| Crit Chance | 100% |
| Speed | 0.27533039647577 |
Offense: Damage Bonus
| Acid | +113% |
| Blight | +105% |
| Arcane | +177% |
| Cold | +185% |
| All | +7% |
| Mind | +130% |
| Lightning | +191% |
| Light | +105% |
| Temporal | +145% |
| Physical | +140% |
| Darkness | +105% |
| Fire | +185% |
| Nature | +105% |
Offense: Damage Penetration
| Acid | +111% |
| Blight | +111% |
| Arcane | +141% |
| Cold | +141% |
| All | +13% |
| Mind | +141% |
| Lightning | +141% |
| Light | +111% |
| Temporal | +131% |
| Physical | +131% |
| Darkness | +111% |
| Fire | +141% |
| Nature | +111% |
Defense: Base
| Armour (hardiness) | 194.7 (100%) |
| Defense | 127 |
| Ranged Defense | 129 |
| Fatigue | 0 |
| Physical Save | 175 |
| Spell Save | 182 |
| Mental Save | 175 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | +100%(100%) |
| Arcane | +100%(100%) |
| Cold | +100%(100%) |
| All | +120%(100%) |
| Mind | +100%(100%) |
| Lightning | +100%(100%) |
| Light | +100%(100%) |
| Temporal | +100%(100%) |
| Physical | +100%(100%) |
| Darkness | +100%(100%) |
| Fire | +100%(100%) |
| Nature | +100%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 40% |
| Silence Resistance | 25% |
| Knockback Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (2/6)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
| Chronomancy / Spellbinding | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Matter | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Stasis | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Speed Control | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Timetravel | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Gravity | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Flux | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Timeline Threading | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Spacetime Weaving | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Energy | 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 | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Ogre | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 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 |
Effects
| talent | Mental Tyranny |
| talent | Daunting Presence |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | The target is moving is 224% faster. 3 Celerity |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by Gloremina the skeleton warrior. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Betubrenor the ghoulking. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Foresight (+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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. 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 skeleton mage skull. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed vial of fire wyrm saliva. * You've found the needed multi-hued wyrm scale. | active |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within | active |
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* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
| On feet | pair of voratun boots 'Bleakscar' (25 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+4 eff.) Fatigue: +4% Damage when hit (Melee): 8 darkness Changes stats: +7 Str / +2 Dex / +3 Cun / +4 Con Changes resistances: +6% acid / +15% fire / +6% lightning / +15% cold Grants telepathy: Demon/Minor Demon/Major Spell save: +6 (+1 eff.) Light radius: +3 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 34% chance to evade melee and ranged attacks and 26 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. |
| Light source | Shimmersweep the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Damage when hit (Melee): 12 arcane / 25 mind Changes stats: +3 Wil / +6 Con Changes resistances: +15% blight Changes resistances penetration: +13% all Changes damage: +6% lightning Mental save: +14 (+1 eff.) Life regen: +6.50 Maximum psi: +20.00 Light radius: +6 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| 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 | Dakhtun's Gauntlets (0 def, 6 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: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 5 power out of 25/25) : Effective talent level: 5.0 Power cost: 5 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | LayonnPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Effects on melee hit: * 23% chance to blind Damage (Melee): 44 light Effects on ranged hit: * 29% chance to blind Damage (Ranged): 44 light Changes resistances: +21% blight / +4% physical Physical save: +6 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spell crit. chance: +4% Rings can have magical properties. |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around neck | voratun amulet 'Vorurewyn'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +38 (+4 eff.) Armour: +6 Defense: +40 (+6 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +33 Lck / +7 Dex Mental save: +6 (+0 eff.) Blindness immunity: +15% Silence immunity: +15% Stun/Freeze immunity: +10% Knockback immunity: +10% Reduce all damage from unseen attackers: 34% Amulets can have magical properties. |
| In main hand | 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 (+6 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." |
| Around waist | drakeskin leather belt 'Belurovor'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +12 Dex / +12 Cun / +10 Lck Changes resistances: +5% physical / +3% darkness / +15% fire / +3% nature / +15% cold Changes damage: +3% mind Trap disarming bonus: +30 Stealth bonus: +13 Disease immunity: +15% Silence immunity: +10% Mental crit. chance: +15% Infravision radius: +6 A belt that goes around your waist. |
| In off hand | Chargepride the voratun shield (12 def, 3 armour, 194 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 39% * 30% chance to daze at end of turn Changes resistances: +9% cold / +20% physical Changes damage: +12% mind Talent granted: +5 Block Critical mult.: +20.00% Spell save: +30 (+3 eff.) Mental crit. chance: +7% Heals friendly targets nearby when you use a nature summon: +40 Handheld deflection devices. |
| Cloak | Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+2 eff.) Spell save: +20 (+2 eff.) Mental save: +20 (+2 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 17 power out of 50/50) : Effective talent level: 3.1 Power cost: 17 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 11 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+3 eff.) It can be used to activate talent Temporal Reprieve (costing 17 power out of 50/50) : Effective talent level: 3.0 Power cost: 17 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 4 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Inventory
Primal Infusion (affinity 22%; 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 22% (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. |
Rune of Reflection (absorb and reflect 872 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 872 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (502.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Inflicts 1229.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (71 cold damage; freeze 3 turns with power 15)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 direct a cone of chilling stormwind doing 71.25 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Tome of UttercoldPowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
ArcnighCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Damage when hit (Melee): 16 blight Changes resistances: +20% blight / +3% lightning Changes resistances cap: +4% all Changes resistances penetration: +25% blight Physical save: +14 (+1 eff.) Amulets can have magical properties. |
Arerith the BoltquellerPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +4 Str / +4 Dex / +4 Mag / +10 Wil Changes resistances: +18% fire / +11% cold Mana each turn: +0.25 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +24.00 Spellpower: +2 (+1 eff.) Amulets can have magical properties. |
Blazeraider the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +16 Changes resistances: +19% lightning / +12% temporal / +9% light Changes resistances penetration: +5% light Changes damage: +6% light / +6% arcane Critical mult.: +15.00% Physical save: +17 (+1 eff.) Spell save: +16 (+2 eff.) Mental save: +18 (+2 eff.) Stun/Freeze immunity: +38% Light radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
DawntrencherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes resistances: +6% light / +21% temporal Changes resistances penetration: +20% light Changes damage: +15% blight Spell save: +9 (+1 eff.) Pinning immunity: +35% Knockback immunity: +37% Amulets can have magical properties. |
Eleba the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +4.0% Armour: +17 Defense: +11 (+2 eff.) Changes resistances: +2% physical Changes resistances cap: +4% all Critical mult.: +9.00% Physical save: +16 (+1 eff.) Amulets can have magical properties. |
EmibaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 32% chance to corrode armour by 30% Changes resistances: +29% temporal Changes damage: +9% arcane Grants telepathy: Demon/Minor Demon/Major Mental save: +15 (+1 eff.) Pinning immunity: +46% Knockback immunity: +50% Hate when firing a critical mind attack: +5.00 Maximum mana: +60.00 Maximum hate: +8.00 Maximum psi: +50.00 Damage Shield penetration: +30% 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 667.94 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. |
Lightimmortal the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 12 light Changes stats: +9 Dex / +5 Wil / +8 Cun / +8 Con Changes resistances: +12% physical Changes resistances penetration: +5% light / +10% lightning Changes damage: +6% lightning / +18% fire Mental save: +12 (+1 eff.) Confusion immunity: +25% Life regen: +1.20 Stamina each turn: +2.30 Mindpower: +9 (+1 eff.) Movement speed: +10% Amulets can have magical properties. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 10 power out of 60/60) : Effective talent level: 3.0 Power cost: 10 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
PrismoblivionCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+2 eff.) Damage when hit (Melee): 16 lightning / 20 fire / 26 light Changes resistances: +24% fire Changes resistances cap: +7% all Changes damage: +30% light / +30% fire Physical save: +25 (+2 eff.) Light radius: +4 Amulets can have magical properties. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 20 power out of 60/60) : Effective talent level: 2.2 Power cost: 20 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Vorissra the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +10 Str / +8 Dex / +10 Wil Changes resistances: +9% lightning / +12% cold / +5% arcane / +15% fire Disease immunity: +20% Silence immunity: +20% Confusion immunity: +25% Amulets can have magical properties. |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 17 power out of 80/80) : Effective talent level: 5.0 Power cost: 17 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 3 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
copper amulet 'Mirehunger'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +6% temporal / +14% light / +5% arcane / +12% darkness Changes damage: +9% nature Blindness immunity: +21% Amulets can have magical properties. |
gold amulet 'Rageromirath'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Cun Changes resistances: +9% acid / +9% cold / +6% light Physical save: +6 (+0 eff.) Confusion immunity: +25% Teleport immunity: +25% Amulets can have magical properties. |
stralite amulet 'Xerimira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +18 (+2 eff.) Armour penetration: +6 Armour: +6 Changes stats: +4 Cun Changes resistances: +26% fire / +26% cold Changes damage: +9% physical Healing mod.: +20% Amulets can have magical properties. |
voratun amulet 'Starsteel'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Mag / +4 Wil / +10 Con Changes resistances: +12% light Changes resistances penetration: +20% light Changes damage: +33% blight Critical mult.: +25.00% Vim when firing critical spell: +4.00 Spell crit. chance: +5% Amulets can have magical properties. |
Arawen the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +6 Cun / +6 Wil Changes resistances: +15% lightning / +6% cold Spell save: +3 (+0 eff.) Mental save: +6 (+0 eff.) Silence immunity: +10% Confusion immunity: +10% Knockback immunity: +10% Mindpower: +8 (+1 eff.) Rings can have magical properties. |
Belerianne the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane / 4 acid Changes resistances penetration: +10% arcane Changes damage: +3% arcane Blindness immunity: +22% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings can have magical properties. |
Beleruirim the BoltsearPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +6% blight Changes resistances penetration: +25% lightning / +25% blight Changes damage: +15% blight Silence immunity: +32% Mana each turn: +0.30 Rings can have magical properties. |
Blazepeal the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 12 fire Changes resistances: +16% temporal Changes resistances penetration: +10% physical Changes damage: +6% fire / +16% temporal Life regen: +1.60 Stamina each turn: +0.80 Healing mod.: +20% Rings can have magical properties. |
FlashbrightPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 31% chance to daze at end of turn Changes resistances: +41% blight / +5% arcane Changes resistances penetration: +15% lightning / +15% blight Changes damage: +20% blight / +15% lightning Rings can have magical properties. |
GrinusaziladirPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +2 Physical power: +10 (+1 eff.) Changes damage: +6% physical Blindness immunity: +22% Stamina each turn: +0.20 Only die when reaching: -40.00 life Maximum stamina: +15.00 Infravision radius: +4 See stealth: +5 See invisible: +5 Rings can have magical properties. |
Morningwhisper the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +13% blight Changes resistances penetration: +25% arcane Changes damage: +13% blight / +15% light Spell save: +30 (+3 eff.) Vim when firing critical spell: +3.00 Spell crit. chance: +4% Rings can have magical properties. |
Nerewyn the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 arcane Changes resistances: +28% darkness / +5% arcane Changes resistances penetration: +25% arcane Changes damage: +14% darkness / +12% blight Rings can have magical properties. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Sparkmistress the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 31% chance to daze at end of turn Damage when hit (Melee): 12 lightning / 12 arcane Changes resistances: +5% arcane / +34% darkness / +15% mind Changes damage: +9% lightning / +17% darkness / +9% arcane Rings can have magical properties. |
Zegund the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 20 mind Changes stats: +14 Cun / +5 Wil Critical mult.: +10.00% Maximum hate: +4.00 Mindpower: +6 (+1 eff.) Rings can have magical properties. |
gold ring 'Ce'Nybrerith'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances penetration: +25% mind Changes damage: +9% mind / +18% arcane Stun/Freeze immunity: +33% Life regen: +2.10 Rings can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Rings can have magical properties. |
steel ring 'Brandguile'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +10% blight / +9% acid Changes resistances penetration: +25% acid Changes damage: +10% blight / +9% fire Rings can have magical properties. |
stralite ring 'Goryrain'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +9 Mag Changes damage: +21% arcane / +18% blight Spell save: +15 (+1 eff.) Mental save: +13 (+1 eff.) Confusion immunity: +43% Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +4% Rings can have magical properties. |
voratun ring 'Isalravena'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 21 arcane resource burn Changes stats: +6 Cun / +7 Wil Changes resistances: +9% acid / +6% fire / +2% physical Blindness immunity: +20% Silence immunity: +15% Disarm immunity: +10% Mindpower: +15 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Betebreth the voratun battleaxe (170% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +50% Damage (Melee): +28 acid / +4 blight When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +42 Physical crit. chance: +21.0% Armour: +4 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes resistances: +9% acid / +6% temporal / +6% nature Changes resistances penetration: +5% arcane / +20% physical Critical mult.: +28.00% Vim when firing critical spell: +1.00 Massive two-handed battleaxes. |
Breezeshine the iron battleaxe (111% power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 111% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 darkness / +8 nature Damage against: +9% Living When wielded/worn: Changes resistances: +15% cold / +6% fire / +3% temporal Changes resistances penetration: +15% nature Spell save: +6 (+1 eff.) Massive two-handed battleaxes. |
Dryblek (110% power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 110% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * 25% chance to put talents on cooldown Burst (radius 2) on crit: +4 acid When wielded/worn: Changes resistances: +3% temporal Changes resistances penetration: +5% temporal Changes damage: +12% acid / +3% temporal Massive two-handed battleaxes. |
Firetyphoon the stralite battleaxe (151% power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 152% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +23 nature / +14 temporal When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +3 Wil Spell save: +45 (+4 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Spell crit. chance: +3% Massive two-handed battleaxes. |
Harogund the Dimpride (142% power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 143% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes stats: +3 Wil Changes resistances penetration: +15% arcane Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum mana: +100.00 Massive two-handed battleaxes. |
Isassra (136% power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 137% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +24 cold When wielded/worn: Fatigue: -4% Changes stats: +1 Str / +7 Mag / +3 Cun Changes resistances: +5% arcane Changes damage: +6% arcane Grants telepathy: All Massive two-handed battleaxes. |
Khulmanar's Wrath (182% power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 12 power out of 35/35) : Effective talent level: 3.0 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 604.87 fire damage, and flames will be left dealing a further 141.38 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Manulen (169% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +19.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +19 Physical crit. chance: +4.0% Physical power: +6 (+0 eff.) Defense: +11 (+2 eff.) Ranged Defense: +11 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +4 Str / +3 Mag Changes resistances: +4% physical Changes resistances penetration: +20% physical Changes damage: +12% acid See invisible: +15 Massive two-handed battleaxes. |
Mardyrim (188% power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 188% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect On weapon crit: * wounds the target for 7 turns: 39 bleeding, 91% reduced healing Damage (Melee): +17 nature When wielded/worn: Physical crit. chance: +20.0% Physical power: +20 (+1 eff.) Fatigue: -4% Changes stats: +4 Str / +3 Dex Changes resistances: +9% acid Reduces incoming crit damage: 5.00% Light radius: +3 See invisible: +9 Massive two-handed battleaxes. |
Mardysadur the dwarven-steel battleaxe (137% power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 137% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to corrode armour by 30% Burst (radius 1) on hit: +19 fire Burst (radius 2) on crit: +8 acid When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +6% temporal Changes damage: +12% acid Massive two-handed battleaxes. |
Polurawyn the steel battleaxe (116% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 116% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +18 (+2 eff.) Armour penetration: +9 Physical crit. chance: +7.0% Defense: +9 (+1 eff.) Changes stats: +5 Dex Grants telepathy: Dragon Critical mult.: +16.00% Disarm immunity: +32% See invisible: +12 Massive two-handed battleaxes. |
Urthendur the Ichorpyre (167% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 43% chance to inflict 15% damage reduction * 40% chance to daze at end of turn Damage (Melee): +12 darkness / +27 light / +8 nature Burst (radius 1) on hit: +8 darkness / +4 nature Burst (radius 2) on crit: +16 nature Damage against: +42% Undead When wielded/worn: Changes damage: +12% lightning Massive two-handed battleaxes. |
Xanomira (156% power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 157% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +9.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +24 blight Burst (radius 1) on hit: +24 fire Burst (radius 2) on crit: +8 blight When wielded/worn: Defense: +11 (+2 eff.) Ranged Defense: +11 (+2 eff.) Changes resistances: +5% physical Changes resistances penetration: +10% physical / +20% temporal Changes damage: +6% physical Critical mult.: +6.00% Massive two-handed battleaxes. |
steel battleaxe 'Aridatira' (119% power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 120% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +8 temporal / +7 mind / +4 arcane When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +9% temporal Changes resistances penetration: +10% temporal Changes damage: +24% temporal Massive two-handed battleaxes. |
steel battleaxe 'Nighthack' (125% power, 2 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 125% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16% chance to cause random gloom Damage (Melee): +7 temporal / +9 darkness / +7 nature / +13 mind Burst (radius 1) on hit: +8 darkness Damage against: +7% Living When wielded/worn: Changes stats: +2 Cun / +2 Wil Massive two-handed battleaxes. |
Adiwen the voratun dagger (149% 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: 149% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Acid 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): +14 nature When wielded/worn: Accuracy: +24 (+3 eff.) Defense: +10 (+1 eff.) Changes stats: +6 Str Changes resistances penetration: +15% acid Changes damage: +6% mind / +12% physical Grants telepathy: Humanoid/Orc Disarm immunity: +40% Stamina when hit: +2.00 Equilibrium when hit: +0.08 Mindpower: +8 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Sharp, short and deadly. |
Blastvagrant (117% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 8% chance to disease Damage (Melee): +8 blight / +7 nature / +7 temporal When wielded/worn: Armour penetration: +6 Physical crit. chance: +7.0% Fatigue: -4% Changes stats: +1 Str / +4 Dex Changes resistances penetration: +15% lightning Critical mult.: +12.00% Disease immunity: +11% Sharp, short and deadly. |
Dagger of the Past (129% power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 129% Range: 1.3x Uses stats: 40% Wil, 100% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+1 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+1 eff.) Movement speed: +20% 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 opportunity to learn from the mistakes of the past. |
Emith (157% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 158% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +8 temporal When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +12 Changes resistances: +1% physical / +6% light / +6% blight / +3% cold / +6% nature / +5% arcane Changes resistances penetration: +12% physical Knockback immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
Glarevalor the iron dagger (109% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 109% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% 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% When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances penetration: +15% light / +5% nature Changes damage: +3% light Sharp, short and deadly. |
Kinetic Spike (147% power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 70% Wil, 40% Dex, 50% Mag, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+1 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 4 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Mandible of Ungolmor (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 50% Mag, 30% Cun, 40% Wil, 35% Str, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 9 power out of 40/40) : Effective talent level: 3.0 Power cost: 9 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 138.37 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Rhideleg (117% power, 8 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 117% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 cold When wielded/worn: Armour: +2 Changes stats: +2 Mag / +2 Wil Changes resistances: +2% physical Spellpower: +5 (+1 eff.) Sharp, short and deadly. |
Searwaker the dwarven-steel dagger (121% power, 12 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 122% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 temporal / +9 nature / +8 physical Burst (radius 1) on hit: +20 fire When wielded/worn: Changes stats: +2 Str 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, 50% Mag, 35% Str 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. |
Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Tarryleg the dwarven-steel dagger (117% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Arcane Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 darkness / +7 light Damage against: +8% Living / +10% Undead When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +8% nature / +10% arcane Changes damage: +6% arcane Blindness immunity: +5% Disease immunity: +15% Knockback immunity: +20% Sharp, short and deadly. |
iron dagger 'Nerulrann' (98% power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% 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% Damage (Melee): +5 nature / +4 temporal When wielded/worn: Armour: +2 Changes resistances: +3% physical Changes damage: +6% arcane Vim when firing critical spell: +1.00 Sharp, short and deadly. |
Airbrand (178% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 26% chance to disease Damage (Melee): +27 blight / +16 light When wielded/worn: Damage when hit (Melee): 20 light Changes resistances: +30% lightning Changes resistances penetration: +15% lightning Changes damage: +9% light Disease immunity: +43% Massive two-handed mauls. |
Blighted Maul (204% power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 496.80 to 1490.40 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 1286.40 to 2572.80 physical damage (based on Strength) to each, costing 17 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Falyyayon the voratun greatmaul (200% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 201% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning / +4 temporal Burst (radius 1) on hit: +28 fire Burst (radius 2) on crit: +8 temporal When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances penetration: +15% arcane Changes damage: +18% arcane Massive two-handed mauls. |
Filthclash (188% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 189% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 53% Damage Shield penetration (this weapon only): +50% Damage (Melee): +16 physical / +17 light Damage against: +30% Undead When wielded/worn: Changes stats: +5 Wil Physical save: +12 (+1 eff.) Life regen: +2.00 Maximum life: +40.00 See invisible: +15 Massive two-handed mauls. |
Flashlord the voratun greatmaul (193% power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 193% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Armour penetration: +21 Changes stats: +2 Dex / +3 Cun / +6 Con Changes resistances penetration: +15% lightning / +20% physical Changes damage: +12% lightning / +21% physical Light radius: +3 Massive two-handed mauls. |
Fulosus the Infernokarma (197% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 197% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +16 fire When wielded/worn: Changes stats: +4 Dex Changes resistances: +5% physical Changes resistances penetration: +25% physical Changes damage: +18% temporal Life regen: +1.80 Maximum stamina: +30.00 Massive two-handed mauls. |
Hafang (178% power, 4 apr)Requires: - Strength 48 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 48% chance to cause random gloom Damage Shield penetration (this weapon only): +50% Damage (Melee): +33 mind Burst (radius 2) on crit: +16 physical When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +3 Dex / +2 Mag / +10 Wil / +10 Cun Changes damage: +6% physical Stamina each turn: +0.60 Only die when reaching: -40.00 life Light radius: +3 Massive two-handed mauls. |
Heatbane (182% power, 4 apr)Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +84 insidious poison / +12 fire When wielded/worn: Armour: +6 Damage when hit (Melee): 20 fire Changes stats: +2 Dex Changes resistances: +5% arcane / +6% physical Physical save: +20 (+2 eff.) Massive two-handed mauls. |
Infernoglean (178% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 fire Burst (radius 2) on crit: +8 acid When wielded/worn: Armour penetration: +21 Effects on melee hit: * 33% chance to corrode armour by 30% Changes resistances: +9% acid / +16% temporal Changes resistances penetration: +28% fire / +21% physical / +15% temporal Changes damage: +6% acid / +21% physical Massive two-handed mauls. |
Starshear (166% power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 167% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to blind On weapon crit: * wounds the target for 7 turns: 39 bleeding, 91% reduced healing Burst (radius 2) on crit: +8 light When wielded/worn: Physical crit. chance: +19.0% Physical power: +19 (+1 eff.) Changes stats: +3 Cun Changes resistances: +3% light Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+1 eff.) Equilibrium when hit: +0.08 Maximum psi: +51.00 Massive two-handed mauls. |
Tempestmortal (134% power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Burst (radius 2) on crit: +12 lightning When wielded/worn: Accuracy: +12 (+1 eff.) Damage when hit (Melee): 16 lightning Changes stats: +6 Str Changes resistances: +6% light / +9% fire Changes damage: +6% lightning / +13% physical Poison immunity: +5% Disarm immunity: +20% Stamina when hit: +0.84 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed mauls. |
Tirakai's Maul (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 40% Wil, 60% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 4 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Veliwyn (151% power, 2 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 152% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 13% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Changes stats: +1 Str Grants telepathy: Humanoid/Orc Mental save: +18 (+2 eff.) Maximum hate: +8.00 Mindpower: +6 (+1 eff.) See invisible: +9 Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (193% power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 193% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
dwarven-steel greatmaul 'Zeralach' (151% power, 2 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +9 fire When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +15% mind / +5% arcane Changes resistances penetration: +10% arcane / +10% mind Changes damage: +18% mind Massive two-handed mauls. |
stralite greatmaul 'Eilinymira' (167% power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +32 blight Burst (radius 1) on hit: +12 arcane / +8 blight When wielded/worn: Armour penetration: +19 Damage when hit (Melee): 4 arcane / 8 blight Changes resistances penetration: +19% physical Changes damage: +18% blight / +17% physical / +6% arcane Massive two-handed mauls. |
stralite greatmaul 'Poregalle' (166% power, 3 apr)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 166% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 35% chance to disease Damage (Melee): +31 blight When wielded/worn: Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +3 Wil Changes resistances: +5% arcane / +4% physical Infravision radius: +3 See invisible: +9 Massive two-handed mauls. |
voratun greatmaul 'Cloudoracle' (180% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +40 cold Burst (radius 1) on hit: +12 mind When wielded/worn: Damage when hit (Melee): 12 lightning Changes resistances: +6% arcane Changes resistances penetration: +15% arcane Changes damage: +6% arcane Hate when firing a critical mind attack: +2.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Massive two-handed mauls. |
Airtrial (142% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 143% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn When wielded/worn: Accuracy: +12 (+1 eff.) Defense: +12 (+2 eff.) Changes stats: +6 Wil Changes resistances: +9% lightning Disarm immunity: +39% Spellpower: +4 (+1 eff.) Massive two-handed swords. |
Anygund the Jetcast (170% power, 25 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 171% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 43% chance to gain 10% of a turn (3/turn limit) Damage Shield penetration (this weapon only): +76% Damage (Melee): +36 mind / +28 darkness When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +6% temporal Maximum psi: +20.00 Massive two-handed swords. |
Colaryem (159% power, 12 apr)Requires: - Strength 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: 40% Wil, 50% Mag, 130% Str 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. |
Elenosus the Blazedash (175% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +17.0% Fatigue: -6% Changes stats: +4 Dex / +4 Wil / +13 Con Changes damage: +18% light See invisible: +31 Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 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: 40% Wil, 50% Mag, 129% Str 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. |
Warmaster Gnarg's Murderblade (172% power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Zanisathad the stralite greatsword (176% power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 176% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 111% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Accuracy: +23 (+3 eff.) Armour penetration: +14 Changes stats: +3 Cun / +5 Dex Changes resistances penetration: +10% temporal / +13% physical Grants telepathy: Demon/Minor Demon/Major Massive two-handed swords. |
steel greatsword 'Brodigrim' (143% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 144% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to disease Burst (radius 2) on crit: +8 blight / +12 temporal When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 temporal Changes resistances penetration: +15% temporal Massive two-handed swords. |
steel greatsword 'Elonn' (129% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +23 insidious poison Burst (radius 1) on hit: +10 fire When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +9 (+1 eff.) Damage when hit (Melee): 4 mind Critical mult.: +10.00% Disarm immunity: +36% Massive two-handed swords. |
voratun greatsword 'Eilinyta' (175% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 54% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +46 blight Burst (radius 2) on crit: +4 acid When wielded/worn: Changes stats: +3 Cun / +1 Dex Changes damage: +6% acid Disease immunity: +88% Infravision radius: +3 Massive two-handed swords. |
voratun greatsword 'Jetstreaker' (189% power, 7 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 189% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +40% Damage (Melee): +26 acid When wielded/worn: Armour penetration: +7 Physical power: +8 (+0 eff.) Effects on melee hit: * 39% chance to inflict 15% damage reduction Changes resistances penetration: +25% darkness Changes damage: +18% physical Massive two-handed swords. |
voratun greatsword 'Strikequeen' (175% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 39 bleeding, 91% reduced healing Damage (Melee): +16 lightning When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +13 Physical crit. chance: +16.0% Physical power: +21 (+2 eff.) Defense: +16 (+2 eff.) Changes resistances: +6% blight / +6% nature / +5% arcane Changes resistances penetration: +25% lightning / +16% physical Changes damage: +10% physical Disarm immunity: +56% Massive two-handed swords. |
Gunimandur the elm longbowRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Mind Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 On weapon hit: * 40% chance to cause random gloom Damage (Ranged): +9 lightning When wielded/worn: Changes stats: +1 Cun Changes damage: +14% lightning Mental crit. chance: +2% Longbows are used to shoot arrows at your foes. |
Lisynne the BlackripperRequires: - 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: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Burst (radius 1) on hit: +4 darkness When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +5% darkness / +23% physical Changes damage: +6% darkness / +26% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Maximum mana: +40.00 Spellpower: +6 (+1 eff.) Longbows are used to shoot arrows at your foes. |
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: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+1 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. |
VoidbiterRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 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: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +32 nature / +21 acid Burst (radius 1) on hit: +2 darkness When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +9.0% Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +8% all Changes resistances penetration: +14% nature Changes damage: +23% acid Maximum encumbrance: +10 Healing mod.: +20% Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Skybutcher'Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical power: +17 (+1 eff.) Changes stats: +11 Str Changes resistances: +9% lightning Changes resistances penetration: +10% lightning / +10% blight Changes damage: +24% blight / +6% arcane Mana when firing critical spell: +2.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (150% power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 40% Wil, 70% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 3 power out of 8/8) : Effective talent level: 6.2 Power cost: 3 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 909.73 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. |
Blood-Edge (157% power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 157% Range: 1.4x Uses stats: 40% Wil, 60% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 7 power out of 20/20) : Effective talent level: 4.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Boltswift (107% power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 107% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 45% chance to corrode armour by 30% * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 39 bleeding, 91% reduced healing Damage (Melee): +12 lightning When wielded/worn: Armour penetration: +9 Physical crit. chance: +18.0% Physical power: +9 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Wil Changes resistances penetration: +9% mind / +9% darkness Critical mult.: +14.00% Maximum hate: +6.00 Mental crit. chance: +1% Sharp, long, and deadly. |
Butcher (159% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+2 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Emelith the Sparkblow (121% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 122% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +16 lightning When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 16 fire Changes resistances: +15% lightning Changes resistances penetration: +8% physical Changes damage: +15% fire / +7% physical Sharp, long, and deadly. |
Erazor the dwarven-steel longsword (124% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 124% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Burst (radius 1) on hit: +8 fire When wielded/worn: Physical crit. chance: +7.0% Physical power: +4 (+0 eff.) Armour: +4 Changes resistances: +6% mind / +3% lightning Silence immunity: +5% Sharp, long, and deadly. |
Islolle the Blazequell (153% power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 16% * 20 arcane resource burn Damage (Melee): +12 fire Burst (radius 1) on hit: +20 acid Burst (radius 2) on crit: +8 fire When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 31% chance to corrode armour by 30% Changes resistances: +12% nature Sharp, long, and deadly. |
Mayewen (153% power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +20 blight Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +12 blight When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +5% arcane Changes resistances penetration: +15% arcane / +26% blight Changes damage: +9% blight Sharp, long, and deadly. |
Porissra the stralite longsword (140% power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 141% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +8.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +16 nature / +17 temporal When wielded/worn: Physical power: +14 (+1 eff.) Critical mult.: +6.00% Maximum life: +60.00 Maximum stamina: +20.00 Sharp, long, and deadly. |
Radhitofang the Arcoath (104% power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 105% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 7% Damage (Melee): +8 lightning Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +4 lightning / +4 fire When wielded/worn: Damage when hit (Melee): 4 lightning Sharp, long, and deadly. |
steel longsword 'Dremahek' (111% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +12 mind When wielded/worn: Physical power: +7 (+0 eff.) Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Con Changes resistances: +6% blight / +6% darkness Changes resistances penetration: +7% physical Silence immunity: +20% Disarm immunity: +20% Knockback immunity: +10% Sharp, long, and deadly. |
voratun longsword 'Adoyalle' (153% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 nature / +18 temporal When wielded/worn: Fatigue: -8% Changes stats: +2 Str / +3 Dex / +4 Wil / +4 Cun Changes resistances: +6% darkness / +6% acid Infravision radius: +3 Sharp, long, and deadly. |
voratun longsword 'Cloudtrencher' (151% power, 6 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +18 darkness / +4 mind Burst (radius 2) on crit: +8 acid Damage against: +20% Living When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +3 Wil Changes resistances: +18% all Changes resistances penetration: +30% nature Changes damage: +12% acid Critical mult.: +20.00% Equilibrium when hit: +0.08 Sharp, long, and deadly. |
voratun longsword 'Strikeworm' (152% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 54% chance to daze at end of turn On weapon crit: * cripple the target Burst (radius 1) on hit: +16 nature Burst (radius 2) on crit: +8 lightning When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 27 darkness Changes resistances penetration: +20% lightning / +20% temporal Changes damage: +12% nature Sharp, long, and deadly. |
Betalaith the voratun mace (159% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 160% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +13 nature / +6 temporal Burst (radius 2) on crit: +5 ice When wielded/worn: Armour penetration: +12 Physical crit. chance: +8.0% Armour: +11 Changes resistances: +6% light / +9% cold Changes resistances penetration: +7% cold Critical mult.: +13.00% Spell save: +6 (+1 eff.) Disarm immunity: +15% Teleport immunity: +5% Blunt and deadly. |
Branarak the dwarven-steel mace (132% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 132% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str 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: Armour penetration: +7 Changes resistances: +6% blight Changes resistances penetration: +25% blight / +6% physical / +25% mind Changes damage: +21% blight / +8% physical / +12% mind Blunt and deadly. |
Drurath the Dimraider (109% power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 109% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str 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: * 20% chance to torment the target When wielded/worn: Changes stats: +2 Cun / +2 Con Changes resistances: +20% darkness Changes resistances penetration: +7% mind / +22% darkness Changes damage: +6% darkness Reduces incoming crit damage: 15.00% Blunt and deadly. |
Emolaith the dwarven-steel mace (135% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 135% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +14 fire When wielded/worn: Changes resistances: +12% blight / +15% temporal Changes resistances penetration: +20% temporal Changes damage: +9% blight Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
Hettenik (155% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +9 Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Str Changes resistances: +9% blight / +6% acid Changes resistances penetration: +11% physical Changes damage: +3% acid / +9% physical Stamina when hit: +1.10 Blunt and deadly. |
Searshine the iron mace (118% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 118% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 lightning / 20 fire Changes resistances: +15% lightning Changes resistances penetration: +10% fire Blunt and deadly. |
Torudas (132% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 132% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +11 acid When wielded/worn: Changes resistances: +5% arcane / +15% temporal Changes resistances penetration: +25% temporal Changes damage: +6% arcane / +6% temporal Blunt and deadly. |
dwarven-steel mace 'Toritir' (131% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 131% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +13 acid When wielded/worn: Changes stats: +3 Cun Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Psi when hit: +0.12 Mindpower: +6 (+1 eff.) Blunt and deadly. |
steel mace 'Aerawen' (113% power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 113% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str 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: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Physical crit. chance: +5.0% Changes stats: +5 Str Changes resistances: +2% physical Changes damage: +6% physical Maximum stamina: +10.00 Blunt and deadly. |
steel mace 'Woespar' (109% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 109% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +7 Changes resistances: +18% darkness / +6% light Changes resistances penetration: +20% darkness / +7% physical Changes damage: +6% darkness Blunt and deadly. |
Blazeworm the living mindstar (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% 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% Damage (Melee): +4 nature Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +12 mind / +24 fire When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% mind Changes damage: +6% fire Mental save: +10 (+1 eff.) Maximum psi: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cleanseripper the mossy mindstar (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% 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: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +4 nature When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +2 Cun Changes resistances: +6% nature Critical mult.: +5.00% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gleamshear the thorny mindstar (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% Damage (Melee): +8 light Burst (radius 1) on hit: +20 light Burst (radius 2) on crit: +8 darkness When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +4 Cun Changes resistances: +3% light / +6% darkness Critical mult.: +17.00% 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. |
Ivawe the vined mindstar (87% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 acid / 12 blight Changes stats: +4 Wil Changes resistances: +7% darkness Changes resistances penetration: +10% acid / +8% darkness / +10% arcane Changes damage: +10% darkness / +3% arcane Talent mastery: +0.20 Cursed / Darkness Spell save: +9 (+1 eff.) Blindness immunity: +15% Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ivovea the vined mindstar (87% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Power: 87% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Changes resistances: +10% lightning / +7% fire / +6% blight / +5% cold Talent masteries: +0.10 Psionic / Voracity +0.10 Psionic / Absorption Critical mult.: +13.00% Disease immunity: +5% Disarm immunity: +15% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nightglory the thorny mindstar (94% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% 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% Damage (Melee): +16 temporal Burst (radius 2) on crit: +12 darkness When wielded/worn: Damage when hit (Melee): 16 darkness Changes resistances: +6% nature / +6% temporal Changes resistances penetration: +15% temporal Changes damage: +6% nature Mindpower: +14 (+2 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. |
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 338.24 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Strikepyre the living mindstar (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This natural mindstar summons a caller. 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% Damage (Melee): +8 arcane / +8 fire Burst (radius 2) on crit: +8 lightning When wielded/worn: Damage when hit (Melee): 20 physical Changes resistances: +6% lightning / +20% physical Changes resistances penetration: +20% lightning / +20% physical Changes damage: +3% lightning / +20% physical / +6% fire Life regen: +2.00 Maximum life: +50.00 Mindpower: +19 (+3 eff.) Mental crit. chance: +11% It can be used to activate talent Burrow, placing all other charms into a 10 cooldown : Effective talent level: 1.0 Power cost: 10 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 30 of target armor and 15% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
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 (+2 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
Torchpulverizer the pulsing mindstar (107% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural frost should be returned to the wyrm. 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): +12 fire Burst (radius 2) on crit: +12 darkness / +24 fire When wielded/worn: Armour: +9 Damage when hit (Melee): 16 ice / 16 fire / 8 darkness Changes resistances: +16% cold Changes resistances penetration: +17% cold Changes damage: +3% darkness / +17% cold 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. |
Ulygas the Strikewrack (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 (+0 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances penetration: +15% physical Changes damage: +15% lightning / +6% physical Critical mult.: +12.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Vorymira the mossy mindstar (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 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% When wielded/worn: Changes resistances: +3% acid / +3% lightning Changes damage: +9% temporal Disease immunity: +5% Mindpower: +5 (+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. |
mossy mindstar 'Betherena' (72% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% 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: * 20% chance to cause random gloom When wielded/worn: Changes resistances penetration: +25% mind Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Equilibrium when hit: +0.70 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Baledodunakan' (97% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Power: 97% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% When wielded/worn: Accuracy: +4 (+0 eff.) Changes resistances: +9% acid Changes damage: +7% mind Physical save: +20 (+2 eff.) Life regen: +1.40 Maximum life: +32.00 Maximum stamina: +5.00 Mindpower: +11 (+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. |
vined mindstar 'Brighttorrent' (87% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar hates not to be wrathful. Power: 87% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +12 light Burst (radius 2) on crit: +12 light When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to corrode armour by 30% Changes resistances: +6% light Changes resistances penetration: +8% mind / +8% darkness Changes damage: +12% mind / +13% darkness / +9% light Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Anyregondil the LightningwardRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to daze at end of turn Burst (radius 2) on crit: +8 lightning When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +10% darkness / +13% physical Changes damage: +12% lightning Damage Shield penetration: +37% Slings are used to hurl stones or metal shots at your foes. |
GemibethRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to corrode armour by 30% Burst (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +3.0% Changes damage: +9% arcane / +27% acid Slings are used to hurl stones or metal shots at your foes. |
GloratiraRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +8 fire Burst (radius 2) on crit: +2 acid When wielded/worn: Changes resistances penetration: +15% blight Changes damage: +15% blight / +12% fire Vim when firing critical spell: +2.00 Maximum vim: +30.00 New effects duration reduction after a teleport: +30% Slings are used to hurl stones or metal shots at your foes. |
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: 40% Wil, 50% Mag 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 (+1 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. |
Sunviper the rough leather slingRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +2.0% Changes resistances: +6% mind Changes resistances penetration: +15% mind Changes damage: +6% light Light radius: +3 Slings are used to hurl stones or metal shots at your foes. |
Zubobeth the SearumbraRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Fire Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +5 Physical crit. chance: +3.0% Fatigue: -4% Changes stats: +5 Dex Changes resistances penetration: +20% fire / +13% physical Changes damage: +10% physical Healing mod.: +10% Slings are used to hurl stones or metal shots at your foes. |
rough leather sling 'Torylatharek'Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +8% physical Changes damage: +8% physical Critical mult.: +10.00% Physical save: +3 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +20 Slings are used to hurl stones or metal shots at your foes. |
Aerodhewe (152% 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: 152% 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: Damage when hit (Melee): 16 blight Changes stats: +4 Str / +3 Cun / +5 Con Changes damage: +63% blight / +18% arcane Grants telepathy: Dragon Talent granted: +1 Command Staff Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Light radius: +3 See invisible: +24 Staves designed for wielders of magic, by the greats of the art. |
Alydor the Dazzlejeer (120% power, 4 apr, blight element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +8 lightning When wielded/worn: Damage when hit (Melee): 8 light / 20 lightning Changes resistances: +12% light Changes damage: +20% blight / +18% light Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Ashblow (111% power, 3 apr, arcane element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +12 mind When wielded/worn: Defense: +7 (+1 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +15% arcane Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Equilibrium when hit: +0.16 Maximum psi: +10.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +3 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 347.96 light damage. Staves designed for wielders of magic, by the greats of the art. |
Ashsage (120% power, 4 apr, acid element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses 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% When wielded/worn: Changes stats: +3 Cun Changes damage: +20% acid / +27% fire Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +11% Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +30 Staves designed for wielders of magic, by the greats of the art. |
Balancehacker (136% power, 6 apr, light element)Requires: - Magic 48 Crafted by a master 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% Damage (Melee): +20 nature When wielded/worn: Physical crit. chance: +14.0% Changes resistances: +6% mind / +9% lightning Changes resistances penetration: +10% nature Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +17.00% Spell save: +18 (+2 eff.) Poison immunity: +15% Cut immunity: +25% Disarm immunity: +15% Only die when reaching: -60.00 life Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Blazebearer the elven-wood magestaff (129% power, 5 apr, arcane element)Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. 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% chance to corrode armour by 30% Burst (radius 2) on crit: +16 fire When wielded/worn: Defense: +11 (+2 eff.) Effects on melee hit: * 17% chance to blind * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 acid / 8 fire Changes resistances penetration: +25% acid Changes damage: +25% arcane Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +5 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 347.96 light damage. Staves designed for wielders of magic, by the greats of the art. |
Blindraptor (111% power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 2) on crit: +12 light When wielded/worn: Effects on melee hit: * 30% chance to blind Damage (Melee): 21 fire Changes resistances penetration: +5% darkness Changes damage: +3% light / +15% temporal Talent granted: +1 Command Staff Critical mult.: +21.00% Spellpower: +10 (+2 eff.) Spell crit. chance: +2% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
Bogwoe the dragonbone starstaff (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 53% When wielded/worn: Damage (Melee): 34 fire Damage when hit (Melee): 8 light Changes stats: +6 Mag / +6 Wil Changes resistances: +6% fire Changes resistances penetration: +5% nature Changes damage: +30% darkness / +3% nature Talent granted: +1 Command Staff Critical mult.: +40.00% Maximum mana: +82.00 Spellpower: +37 (+5 eff.) Spell crit. chance: +5% Light radius: +2 See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
Dagyyalar (111% power, 3 apr, cold element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes resistances: +6% acid / +12% cold Changes damage: +15% cold Talent granted: +1 Command Staff Knockback immunity: +20% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Erogar the yew magestaff (120% power, 4 apr, lightning element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses 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: +7.0% Changes resistances: +9% nature / +6% temporal Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +16.00% Poison immunity: +15% Disease immunity: +10% Confusion immunity: +20% Pinning immunity: +15% Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (136% power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 180% Mag, 40% Wil Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+3 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 5 power out of 14/14) : Effective talent level: 9.0 Power cost: 5 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 4 that moves all targets towards the spell's center and inflicts 1057.96 physical (gravity) damage. Each target moved beyond the first increases the damage by 132.25 (up to a maximum of 528.98 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Greenwish the elven-wood magestaff (129% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. 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 42% When wielded/worn: Effects on melee hit: * 42% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 nature Changes resistances: +9% temporal Changes damage: +25% lightning / +6% nature Talent granted: +1 Command Staff Mana each turn: +0.28 Maximum mana: +75.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Gunudar the dragonbone magestaff (136% power, 6 apr, cold 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: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +3 Str / +3 Dex Changes resistances: +15% acid / +15% mind / +12% lightning Changes damage: +30% cold Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Physical save: +18 (+2 eff.) Spellpower: +15 (+2 eff.) Spell crit. chance: +19% Infravision radius: +3 See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
Guthra the Murktickler (136% power, 6 apr, acid 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% Damage Shield penetration (this weapon only): +10% Burst (radius 2) on crit: +8 darkness When wielded/worn: Armour: +2 Damage when hit (Melee): 4 darkness Changes stats: +21 Con Changes resistances: +3% fire Changes resistances penetration: +15% darkness Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +3.00% Physical save: +9 (+1 eff.) Life regen: +5.60 Spellpower: +43 (+6 eff.) Spell crit. chance: +5% Healing mod.: +81% Staves designed for wielders of magic, by the greats of the art. |
Hellssage the yew starstaff (130% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 131% 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% When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid / 12 fire Changes resistances: +9% acid Changes resistances penetration: +25% acid Changes damage: +26% darkness / +12% acid Talent granted: +1 Command Staff Spellpower: +13 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Infernotrial (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. 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 stats: +9 Str / +4 Dex / +2 Wil / +2 Con Changes damage: +30% darkness / +12% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +43 (+6 eff.) Spell crit. chance: +16% See invisible: +3 It can be used to conjure elemental energy in a radius 10 cone, dealing 338.05 to 405.66 darkness damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Islabeth (130% 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: 131% 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% When wielded/worn: Armour: +4 Damage (Melee): 24 fire Changes resistances: +3% darkness Changes damage: +26% darkness Talent granted: +1 Command Staff Critical mult.: +28.00% Mental save: +12 (+1 eff.) Spellpower: +20 (+3 eff.) Spell crit. chance: +3% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (100% power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 2 power out of 6/6) : Effective talent level: 3.0 Power cost: 2 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 550.27 physical damage to all targets in line, and inflicting bleeding for another 275.13 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Nimbusfear the dragonbone magestaff (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% Damage (Melee): +8 lightning When wielded/worn: Armour: +20 Armour Hardiness: +24% Damage (Melee): 27 fire Damage when hit (Melee): 8 arcane / 4 lightning Changes stats: +5 Wil Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +32.00% Physical save: +22 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +25 (+3 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
Obsidiantooth the dragonbone vilestaff (136% power, 6 apr, darkness 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% On weapon hit: * Slows global speed by 52% * 52% chance to corrode armour by 30% Damage (Melee): +8 acid / +16 darkness Burst (radius 1) on hit: +8 darkness / +16 acid When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% darkness / +9% acid Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +11 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (150% power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Power: 150% Range: 1.2x Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+4 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Sewerire (120% power, 4 apr, arcane 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% When wielded/worn: Armour: +5 Armour Hardiness: +5% Effects on melee hit: * Slows global speed by 15% Damage (Melee): 15 fire Changes resistances: +6% blight Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +25.00% Physical save: +4 (+0 eff.) Spell save: +30 (+3 eff.) Disease immunity: +5% Spellpower: +14 (+2 eff.) Spell crit. chance: +11% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
Shinevortex (120% power, 4 apr, lightning element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses 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% When wielded/worn: Changes stats: +6 Con Changes resistances: +12% darkness Changes damage: +20% lightning Talent granted: +1 Command Staff Physical save: +18 (+2 eff.) Mental save: +12 (+1 eff.) Blindness immunity: +15% Stun/Freeze immunity: +10% Life regen: +0.80 Spellpower: +16 (+2 eff.) Spell crit. chance: +3% Light radius: +2 Healing mod.: +15% Staves designed for wielders of magic, by the greats of the art. |
Shockborn the yew vilestaff (120% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses 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% Damage (Melee): +20 lightning When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +6 Str / +4 Dex / +7 Mag / +6 Cun / +6 Con Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +19.00% Vim when firing critical spell: +5.00 Maximum vim: +28.00 Maximum neg.energy: +33.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Skybait (129% power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses 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% chance to cause random gloom Damage (Melee): +24 lightning Burst (radius 2) on crit: +32 lightning When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +6% mind / +9% lightning Changes damage: +25% temporal Talent granted: +1 Command Staff Physical save: +13 (+1 eff.) Spell save: +13 (+1 eff.) Mental save: +10 (+1 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Strikebrand' (111% power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Burst (radius 2) on crit: +8 temporal When wielded/worn: Changes resistances: +6% lightning Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower: +8 (+1 eff.) Spell crit. chance: +5% It can be used to project a bolt elemental energy from the staff (to range 7) dealing 273.02 to 327.63 lightning damage, putting all charms on cooldown for 2 turns. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Yvylaith' (111% power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +4 mind When wielded/worn: Armour: +4 Armour Hardiness: +2% Changes damage: +15% lightning / +6% mind Talent granted: +1 Command Staff Physical save: +4 (+0 eff.) Mana each turn: +0.13 Maximum mana: +41.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Mindpower: +4 (+1 eff.) Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Darkpride' (111% power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 blight Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +8 blight When wielded/worn: Damage when hit (Melee): 8 darkness / 8 blight Changes resistances penetration: +20% blight Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Velythra' (111% power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Effects on melee hit: * 8% chance to disease Changes stats: +3 Con Changes damage: +15% blight Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Only die when reaching: -60.00 life Maximum life: +60.00 Maximum vim: +16.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Poxpanic' (136% power, 6 apr, arcane 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% Burst (radius 1) on hit: +12 lightning When wielded/worn: Physical crit. chance: +15.0% Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 8 arcane Changes stats: +10 Mag / +9 Cun / +10 Con Maximum wards: +3 arcane Changes resistances penetration: +20% arcane / +5% nature Changes damage: +36% arcane Talents granted: +5 Ward +1 Command Staff Critical mult.: +64.00% Mana each turn: +0.16 Mana when firing critical spell: +2.00 Vim when firing critical spell: +8.00 Maximum vim: +49.00 Maximum neg.energy: +45.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Radiancerot' (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% Burst (radius 1) on hit: +4 light When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +3 Cun Changes resistances: +3% temporal Changes resistances penetration: +15% fire Changes damage: +30% fire Grants telepathy: All Talent granted: +1 Command Staff Critical mult.: +15.00% Maximum psi: +51.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +10 Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Chotosin' (136% power, 6 apr, physical 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 stats: +4 Cun Changes resistances: +12% acid / +9% cold / +9% nature Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +39 (+4 eff.) Disarm immunity: +15% Stun/Freeze immunity: +10% Psi when hit: +0.16 Spellpower: +15 (+2 eff.) Spell crit. chance: +20% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Salokira' (136% power, 6 apr, blight element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. 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: Physical crit. chance: +13.0% Armour: +4 Changes stats: +2 Cun / +14 Con Changes resistances: +6% acid Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +20.00% Reduces incoming crit damage: 20.00% Knockback immunity: +20% Life regen: +4.00 Equilibrium when hit: +0.08 Maximum hate: +6.00 Spellpower: +32 (+4 eff.) Spell crit. chance: +5% Mindpower: +8 (+1 eff.) Healing mod.: +60% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Armelathadir' (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: +7.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Damage (Melee): +16 physical When wielded/worn: Armour penetration: +3 Physical power: +4 (+0 eff.) Armour: +12 Defense: +12 (+2 eff.) Changes stats: +3 Wil Maximum wards: +3 blight / +3 fire / +3 darkness / +3 acid Changes resistances penetration: +15% blight / +15% fire / +15% darkness / +15% acid Changes damage: +30% blight / +30% fire / +30% darkness / +30% acid Talents granted: +5 Ward +1 Command Staff Maximum life: +20.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Boltrain' (136% power, 6 apr, fire element)Requires: - Magic 48 Crafted by a master 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% On weapon hit: * 42% chance to daze at end of turn Damage (Melee): +8 acid Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 31% chance to corrode armour by 30% Changes resistances: +6% acid / +6% fire / +12% nature Changes damage: +12% acid / +30% fire Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Burnbreacher' (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% Damage (Melee): +40 acid / +12 arcane When wielded/worn: Effects on melee hit: * 40% chance to corrode armour by 30% Changes resistances: +24% acid / +9% fire Changes resistances penetration: +30% acid / +25% fire / +15% arcane Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +15 (+1 eff.) Spell save: +13 (+1 eff.) Mental save: +15 (+1 eff.) Spellpower: +15 (+2 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Unlightward' (136% power, 6 apr, fire element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. 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 inflict 15% damage reduction Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +8 darkness When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 22 arcane resource burn Changes stats: +13 Con Changes resistances: +6% cold Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Spell save: +13 (+1 eff.) Life regen: +4.00 Spellpower: +28 (+4 eff.) Spell crit. chance: +5% Healing mod.: +55% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Velamiwyn' (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. 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 cause random gloom When wielded/worn: Armour: +23 Defense: +22 (+3 eff.) Maximum wards: +6 darkness Changes resistances penetration: +20% mind Changes damage: +30% darkness Talents granted: +7 Ward +1 Command Staff Mental save: +31 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Infravision radius: +2 See invisible: +9 Heals friendly targets nearby when you use a nature summon: +30 Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Zubitta' (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 stats: +3 Mag / +9 Wil Changes damage: +30% lightning / +6% mind / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Mana each turn: +0.40 Psi when hit: +0.16 Hate when firing a critical mind attack: +3.00 Maximum mana: +186.00 Spellpower: +32 (+4 eff.) Spell crit. chance: +5% Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Kilnstake' (129% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. 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: Changes damage: +25% lightning / +12% fire Talent granted: +1 Command Staff Physical save: +9 (+1 eff.) Blindness immunity: +15% Poison immunity: +35% Silence immunity: +25% Confusion immunity: +15% Mana each turn: +0.34 Maximum mana: +86.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Yvonn' (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% Damage Shield penetration (this weapon only): +30% Burst (radius 1) on hit: +16 mind When wielded/worn: Defense: +13 (+2 eff.) Effects on melee hit: * 17% chance to blind Changes damage: +25% lightning / +12% mind Talent granted: +1 Command Staff Critical mult.: +15.00% Vim when firing critical spell: +4.00 Spellpower: +18 (+3 eff.) Spell crit. chance: +4% Light radius: +8 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 347.96 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff 'Emeliwen' (129% power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. 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: Changes stats: +4 Cun / +5 Con Changes damage: +27% temporal / +25% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Trident of the Tides (191% power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Power: 191% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+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 986.40. 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. |
Arugana the Morbusworth (125% power, 10 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 126% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +17% Damage (Melee): +11 light / +8 mind Burst (radius 1) on hit: +4 mind Damage against: +10% Undead When wielded/worn: Changes damage: +6% mind / +6% nature Grants telepathy: Humanoid/Orc Maximum hate: +2.00 One-handed war axes. |
Baryronik (104% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +3% light Mental save: +3 (+0 eff.) Silence immunity: +15% One-handed war axes. |
Blackrock the dwarven-steel waraxe (117% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 117% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str 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: * 5% chance to disease * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +10 lightning / +6 blight When wielded/worn: Changes resistances: +6% darkness Critical mult.: +6.00% Life regen: +0.20 Only die when reaching: -20.00 life One-handed war axes. |
Fireblight the voratun waraxe (151% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +28 acid When wielded/worn: Armour penetration: +12 Physical crit. chance: +15.0% Damage when hit (Melee): 4 fire Changes resistances: +9% fire Changes resistances penetration: +14% acid / +11% fire / +15% lightning / +16% cold Grants telepathy: Humanoid/Orc Critical mult.: +25.00% Maximum psi: +20.00 Heals friendly targets nearby when you use a nature summon: +10 One-handed war axes. |
Galeshaper (104% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 darkness / +12 lightning Burst (radius 2) on crit: +4 lightning Damage against: +6% Living When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +21% lightning One-handed war axes. |
Glorabretta the Charzephyr (158% power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 158% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +4 fire Damage against: +12% Unnatural When wielded/worn: Fatigue: -2% Changes stats: +1 Mag / +4 Wil Grants telepathy: Humanoid/Orc One-handed war axes. |
Grinydil (121% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 39 bleeding, 91% reduced healing When wielded/worn: Physical crit. chance: +8.0% Physical power: +10 (+1 eff.) Changes stats: +1 Str / +2 Dex / +4 Wil / +1 Cun / +4 Con Light radius: +2 See invisible: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
Ivubrebeth (150% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +13 (+2 eff.) Damage when hit (Melee): 16 mind Changes stats: +4 Dex / +5 Mag / +5 Wil / +6 Cun Mental save: +30 (+3 eff.) Disarm immunity: +42% Maximum psi: +60.00 Light radius: +3 Infravision radius: +3 One-handed war axes. |
Wretchsever (149% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +30 cold Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +8 nature When wielded/worn: Fatigue: -6% Changes stats: +6 Cun Critical mult.: +15.00% Maximum psi: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +6% One-handed war axes. |
dwarven-steel waraxe 'Betyressra' (118% power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 119% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str 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: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +24 blight When wielded/worn: Damage when hit (Melee): 20 mind / 8 blight Changes resistances: +12% blight Mental save: +30 (+3 eff.) One-handed war axes. |
dwarven-steel waraxe 'Chamadas' (121% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 111% When wielded/worn: Accuracy: +10 (+1 eff.) Changes stats: +9 Dex / +3 Mag / +4 Wil / +3 Con Changes resistances: +9% temporal Changes resistances penetration: +15% temporal One-handed war axes. |
dwarven-steel waraxe 'Poravena' (136% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 137% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str 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 cause random gloom Damage (Melee): +16 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +12% mind Changes damage: +3% mind One-handed war axes. |
steel waraxe 'Ulfedar' (122% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 122% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour: +4 Effects on melee hit: * 30% chance to corrode armour by 30% Changes damage: +6% acid Poison immunity: +20% Stun/Freeze immunity: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
stralite waraxe 'Gloomdream' (154% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 154% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% temporal Changes resistances penetration: +25% temporal Changes damage: +12% darkness Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
stralite waraxe 'Ulfekan' (140% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 140% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Arcane 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 cause random gloom On weapon crit: * wounds the target for 7 turns: 39 bleeding, 91% reduced healing When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Damage when hit (Melee): 20 mind Changes resistances: +9% temporal Changes resistances penetration: +25% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
voratun waraxe 'Cyryda' (151% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +12 temporal When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +6% acid Changes damage: +6% acid Physical save: +31 (+3 eff.) Mental save: +9 (+1 eff.) Pinning immunity: +15% One-handed war axes. |
Focus Whip (118% power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Power: 119% Range: 1.1x Uses stats: 60% Wil, 10% Cun, 50% Mag, 70% Dex Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy is based on willpower for this weapon. Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% When wielded/worn: Mindpower: +10 (+1 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4, costing 4 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Skeletal Claw (167% power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+2 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 7 power out of 20/20) : Effective talent level: 4.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 571.96 physical damage, and inflicting bleeding for another 285.98 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Stormlash (115% power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Power: 115% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 98.78 to 296.33 lightning damage (based on Magic and Dexterity), costing 4 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Aeroth the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind / 12 blight Changes resistances: +6% fire / +6% cold Changes damage: +15% blight / +15% mind A belt that goes around your waist. |
Aerovea the BleakobeisanceInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 36% chance to inflict 15% damage reduction Changes stats: +6 Wil / +5 Cun / +6 Con Changes resistances: +9% nature / +6% fire Mental save: +30 (+3 eff.) Life regen: +3.60 Maximum life: +94.00 Mindpower: +10 (+1 eff.) Healing mod.: +23% A belt that goes around your waist. |
Aeruma the ArcfearInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Wil / +6 Cun Changes resistances: +10% acid / +3% temporal / +6% light / +9% blight / +16% fire / +19% cold / +13% lightning Changes damage: +9% mind / +6% lightning Reduced damage from: +44% Summoned Physical save: +19 (+2 eff.) Spell save: +20 (+2 eff.) Mental save: +19 (+2 eff.) A belt that goes around your waist. |
Baryldil the NightweeperCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +17 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 darkness Changes resistances: +3% darkness / +6% acid Changes damage: +15% acid / +9% darkness Reduced damage from: +80% Summoned Stealth bonus: +14 A belt that goes around your waist. |
EarogornCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +4 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Damage when hit (Melee): 8 physical Physical save: +29 (+3 eff.) Spell save: +9 (+1 eff.) Maximum stamina: +30.00 Size category: +1 A belt that goes around your waist. |
GalonarikorCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Defense: +30 (+4 eff.) Ranged Defense: +11 (+2 eff.) Changes stats: +5 Wil Changes resistances: +3% physical Reduces incoming crit damage: 19.00% Stealth bonus: +15 Stamina each turn: +0.60 Maximum stamina: +25.00 A belt that goes around your waist. |
Hathakath the DawnwilderInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +40 (+6 eff.) Damage when hit (Melee): 4 blight Changes resistances: +9% light Changes resistances penetration: +10% arcane Changes damage: +6% blight Stealth bonus: +29 Spell save: +3 (+0 eff.) Mana each turn: +0.08 Vim when firing critical spell: +2.00 Maximum life: +60.00 A belt that goes around your waist. |
Loreblek the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +4 Dex / +3 Cun / +7 Lck Trap disarming bonus: +16 Stealth bonus: +8 Physical save: +12 (+1 eff.) Spell save: +6 (+1 eff.) Teleport immunity: +20% Infravision radius: +5 See invisible: +15 A belt that goes around your waist. |
ObsidianreevePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 16 fire Changes resistances: +15% mind / +6% darkness Changes resistances penetration: +26% mind Changes damage: +6% darkness Maximum encumbrance: +60 A belt that goes around your waist. |
Radhylach the ShinequenchCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+0 eff.) Damage when hit (Melee): 8 fire Changes resistances: +20% light Changes resistances penetration: +10% fire Changes damage: +12% light Spell save: +10 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Ravenmaster the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 darkness Changes resistances: +6% darkness / +6% temporal Changes resistances penetration: +5% darkness / +10% temporal Mental save: +10 (+1 eff.) Spellpower: +6 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Relgakhad the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Dex / +5 Cun / +7 Lck Changes resistances penetration: +25% temporal Trap disarming bonus: +5 Stealth bonus: +11 Infravision radius: +8 A belt that goes around your waist. |
Salabeth the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +14 (+1 eff.) Armour: +4 Defense: +24 (+3 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 physical Changes stats: +6 Str / +11 Con Changes damage: +3% physical Stealth bonus: +15 Physical save: +15 (+1 eff.) Mental save: +15 (+1 eff.) Stamina each turn: +0.40 Only die when reaching: -80.00 life Mindpower: +10 (+1 eff.) Healing mod.: +20% Size category: +1 A belt that goes around your waist. |
Sunstone the hardened leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +4 Wil Changes resistances: +9% light Changes resistances penetration: +15% light Changes damage: +9% acid Mental save: +24 (+2 eff.) Maximum life: +112.00 Spellpower: +8 (+1 eff.) Light radius: +1 A belt that goes around your waist. |
YvirethraInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +8 (+0 eff.) Changes stats: +3 Str / +3 Con Changes resistances penetration: +5% physical Physical save: +6 (+0 eff.) Maximum stamina: +10.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Chaladil'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +11 (+2 eff.) Ranged Defense: +11 (+2 eff.) Damage when hit (Melee): 16 mind Changes resistances: +6% lightning / +6% fire Mental save: +20 (+2 eff.) Blindness immunity: +20% Disarm immunity: +20% Psi when hit: +0.16 Maximum life: +70.00 Maximum psi: +30.00 Mindpower: +10 (+1 eff.) A belt that goes around your waist. |
hardened leather belt 'Unlightsmasher'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +6% fire / +5% arcane / +2% physical Changes resistances penetration: +25% darkness Blindness immunity: +25% Confusion immunity: +25% Spell crit. chance: +4% A belt that goes around your waist. |
monstrous drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 (+0 eff.) Changes stats: +4 Str / +3 Con Physical save: +5 (+0 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Scaldburst'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +21% fire Changes resistances penetration: +25% mind Life regen: +1.00 Healing mod.: +12% A belt that goes around your waist. |
rough leather belt 'Xoriann'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +25% arcane Spell save: +6 (+1 eff.) Mana when firing critical spell: +1.00 Maximum mana: +20.00 Spellpower: +10 (+2 eff.) A belt that goes around your waist. |
rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Critical mult.: +6.00% A belt that goes around your waist. |
Adynor the cashmere cloak (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 8 acid Changes stats: +7 Wil Changes damage: +18% mind Grants telepathy: Humanoid/Orc Mental save: +41 (+4 eff.) Equilibrium when hit: +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arywe (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +4 Mag / +4 Wil / +1 Cun Changes resistances penetration: +10% mind Changes damage: +3% mind / +9% blight Grants telepathy: Dragon Mental save: +3 (+0 eff.) Hate when firing a critical mind attack: +1.00 Spell crit. chance: +5% Mindpower: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethinne the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 20 blight Changes stats: +2 Cun / +3 Dex Changes resistances penetration: +15% blight Changes damage: +24% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazespitter (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 31% chance to daze at end of turn Damage when hit (Melee): 16 lightning / 12 fire Changes stats: +4 Mag / +4 Wil Changes resistances: +6% lightning / +24% fire / +5% arcane Changes resistances penetration: +26% arcane Changes damage: +9% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyralrarin the Brandreign (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 16 mind Changes stats: +4 Str / +3 Wil / +4 Con Changes resistances: +9% nature / +12% fire Changes resistances penetration: +30% mind / +20% fire Mental save: +48 (+5 eff.) Equilibrium when hit: +0.24 Maximum psi: +40.00 Heals friendly targets nearby when you use a nature summon: +30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 7 power out of 20/20) : Effective talent level: 2.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Eremaharahad the Singetrencher (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Damage when hit (Melee): 20 fire Changes resistances: +18% cold / +5% arcane / +9% fire Changes resistances penetration: +10% arcane Changes damage: +15% arcane / +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+2 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+1 eff.) Hate per kill: +5.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 6 power out of 18/18) : Effective talent level: 4.0 Power cost: 6 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 157.88 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
cashmere cloak 'Brodoroddasin' (5 def, 4 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: Physical crit. chance: +2.0% Physical power: +3 (+0 eff.) Armour: +4 Defense: +5 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -2% Changes stats: +1 Mag / +5 Wil / +3 Cun Changes resistances: +1% physical 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. |
elven-silk cloak 'Wretchblack' (3 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +2 (+0 eff.) Armour: +11 Defense: +3 (+0 eff.) Fatigue: -7% Damage when hit (Melee): 4 nature Changes stats: +4 Mag / +6 Wil Changes resistances: +23% cold Changes damage: +24% mind Grants telepathy: Demon/Minor Demon/Major Mindpower: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blazequill' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 fire Changes resistances: +18% fire Changes resistances penetration: +20% lightning Spell save: +6 (+1 eff.) Mental save: +7 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Bokesin' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +9% acid / +12% cold Changes damage: +12% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of backstabbing (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour penetration: +5 Defense: +1 (+0 eff.) Changes stats: +1 Mag / +2 Wil Critical mult.: +11.00% Stealth bonus: +6 Spell save: +6 (+1 eff.) Maximum mana: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+2 eff.) Blindness immunity: +50% Spellpower: +30 (+4 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. |
Corpsetrial the elven-silk robe (5 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 24 nature / 12 temporal Changes resistances: +9% blight / +22% mind / +30% darkness Changes resistances penetration: +10% blight / +30% nature Changes damage: +12% temporal Physical save: +20 (+2 eff.) Spell save: +19 (+2 eff.) Mental save: +33 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+2 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 (+1 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. |
Growthvengeance the elven-silk robe (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 arcane Changes stats: +1 Dex / +14 Con Changes resistances: +28% acid Changes resistances penetration: +14% darkness / +18% physical Changes damage: +19% acid / +17% physical / +25% nature / +19% darkness Poison immunity: +48% Disease immunity: +50% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum hate: +10.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gugodar the elven-silk robe (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Fatigue: -4% Changes stats: +2 Con / +4 Wil Changes resistances: +27% nature / +30% cold Changes resistances penetration: +20% mind Changes damage: +20% cold / +13% mind / +18% nature Spell save: +9 (+1 eff.) Psi each turn: +1.00 Maximum psi: +25.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +4% See invisible: +9 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Kheledusin (5 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects when hit in melee: * Slows global speed by 8% * 8 arcane resource burn Changes stats: +1 Dex / +3 Mag Changes resistances: +27% lightning / +6% acid / +3% nature / +18% blight Changes resistances penetration: +5% acid Changes damage: +18% lightning / +3% acid Grants telepathy: Demon/Minor Demon/Major Life regen: +3.30 Maximum life: +66.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lisolevea the Shadepiety (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness / 12 blight Changes resistances penetration: +10% blight / +25% darkness Changes damage: +24% darkness / +17% all Spellpower: +16 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nihor the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Cun Changes resistances: +19% lightning Changes resistances penetration: +20% mind Changes damage: +13% lightning / +6% mind Hate when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 143.36 to 179.20 physical damage (based on Willpower and Cunning) with knockback, costing 4 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
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 (+1 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 (+1 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. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+2 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. |
cashmere robe 'Chamurab' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 blight Changes resistances: +3% blight / +13% temporal / +9% acid Changes damage: +6% blight / +13% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Duatheltrial' (2 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +24% light Changes damage: +16% light Blindness immunity: +20% Disease immunity: +25% Confusion immunity: +10% Knockback immunity: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Fulozilazor' (6 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +8 (+0 eff.) Armour: +3 Defense: +6 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +3 Wil Changes damage: +12% physical Grants telepathy: Humanoid/Orc Physical save: +17 (+1 eff.) Stamina each turn: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Tulythad' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to disease Changes resistances: +21% acid Changes resistances penetration: +15% blight Changes damage: +16% arcane / +30% blight Maximum mana: +69.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Woedare' (11 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +4.0% Defense: +11 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +4 Cun / +9 Con Changes resistances: +6% darkness Changes damage: +11% light / +14% darkness Life regen: +0.80 Spellpower: +8 (+1 eff.) Spell crit. chance: +8% Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% acid / +12% physical / +14% darkness / +11% fire / +11% mind / +14% cold Changes damage: +6% acid / +7% physical / +7% fire / +6% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +11 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +23 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Woemortal' (3 def, 2 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Changes stats: +9 Cun Changes resistances: +6% darkness Changes damage: +16% all Critical mult.: +18.00% Physical save: +10 (+1 eff.) Spell save: +30 (+3 eff.) Silence immunity: +15% Pinning immunity: +5% Knockback immunity: +10% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Spellpower: +23 (+3 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arthirek the Shockwire (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +20% light / +12% lightning Changes resistances penetration: +15% lightning Changes damage: +6% lightning A pair of boots made of leather. |
Blazerazor the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% light / +6% lightning Changes resistances penetration: +20% lightning / +20% light Changes damage: +3% light / +6% lightning Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
Blazewild (16 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +3 Defense: +16 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 16 physical / 16 fire Changes damage: +24% fire / +6% physical Critical mult.: +6.00% 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 34% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Brenerig the Arckill (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 20 lightning Changes resistances: +18% lightning / +10% fire / +9% darkness / +10% cold Changes resistances penetration: +20% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brightbile the pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Damage when hit (Melee): 20 light Changes stats: +2 Cun Changes resistances: +9% light Changes damage: +12% light / +9% mind Grants telepathy: Humanoid/Orc Mental save: +6 (+0 eff.) Stamina each turn: +0.40 Psi when hit: +0.08 Maximum life: +47.00 Movement speed: +10% A pair of boots made of leather. |
Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 342 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Coalshear (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 20 darkness / 16 fire Changes stats: +4 Cun / +4 Dex Changes resistances: +15% light / +9% fire Changes resistances penetration: +15% darkness / +15% fire Changes damage: +21% darkness It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dawnravager (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 38% chance to blind Damage when hit (Melee): 24 light Changes resistances: +21% light / +18% lightning Changes resistances penetration: +32% light Changes damage: +12% arcane Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Deepsripper (10 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 24 blight Changes stats: +5 Wil Changes resistances: +12% darkness Changes damage: +9% arcane Critical mult.: +10.00% Spell save: +23 (+2 eff.) Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +13 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ebonypeal (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +1 Fatigue: +1% Changes stats: +1 Dex Changes damage: +3% darkness / +21% physical Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
Galarek (0 def, 13 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Damage when hit (Melee): 12 mind Changes resistances: +12% darkness / +9% nature Changes resistances penetration: +25% mind Spell save: +15 (+1 eff.) Silence immunity: +30% Maximum hate: +12.00 Spellpower: +6 (+1 eff.) Mental crit. chance: +6% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Searsmash (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 acid / 8 fire Changes resistances: +3% acid / +6% fire / +5% cold Changes resistances penetration: +15% fire A pair of boots made of leather. |
Shadowschism the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 darkness Changes resistances: +15% darkness / +12% lightning Changes damage: +3% lightning A pair of boots made of leather. |
Torilalin the Woewing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +13 Cun / +7 Con Changes resistances: +15% mind Changes resistances penetration: +25% darkness / +29% mind Physical save: +16 (+1 eff.) Mental save: +16 (+1 eff.) Infravision radius: +3 A pair of boots made of leather. |
Vorelratira the Shimmersteel (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 31% chance to corrode armour by 30% Changes stats: +15 Lck / +8 Dex Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +15% temporal Changes damage: +15% acid / +18% temporal / +15% lightning Stealth bonus: +15 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 7 power out of 20/20) : Effective talent level: 3.0 Power cost: 7 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Zubeba the pair of drakeskin leather boots (11 def, 23 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +23 Defense: +11 (+2 eff.) Ranged Defense: +11 (+2 eff.) Fatigue: +5% Changes resistances: +6% mind Changes resistances penetration: +10% blight Reduces incoming crit damage: 19.00% Mental save: +30 (+3 eff.) Disease immunity: +25% Infravision radius: +3 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% A pair of boots made of leather. |
Zubeminor the Flameknight (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Effects on melee hit: * 39% chance to corrode armour by 30% Changes stats: +11 Dex / +5 Mag Changes resistances penetration: +33% fire Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Maximum encumbrance: +42 Physical save: +15 (+1 eff.) Infravision radius: +3 A pair of boots made of leather. |
pair of dwarven-steel boots 'Radhilanik' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to disease Changes stats: +4 Str / +5 Mag / +10 Con Changes resistances: +3% blight Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Anisin' (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +7 Fatigue: +2% Damage when hit (Melee): 8 arcane Changes resistances: +9% darkness Changes resistances penetration: +15% arcane Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Glarequarry' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 15% chance to blind Changes resistances: +12% light / +6% fire Changes damage: +9% light / +9% fire Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Beaharandil' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * Slows global speed by 31% Changes resistances: +17% lightning / +14% temporal / +5% arcane / +9% light Disease immunity: +15% Cut immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +40% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +25% A pair of boots made of leather. |
undeterred pair of rough leather boots of evasion (11 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+2 eff.) Fatigue: +1% Silence immunity: +21% Confusion immunity: +20% Stun/Freeze immunity: +20% 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 36% chance to evade melee and ranged attacks and 43 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Abyssbreacher the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 cold Changes stats: +2 Cun Changes resistances: +10% cold Changes damage: +12% fire / +11% cold Grants telepathy: Dragon Critical mult.: +5.00% Mental save: +6 (+0 eff.) When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 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: Ice Breath (10% chance level 5). On weapon hit: * 42% chance to cause random gloom Damage (Melee): +16 mind Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +15 ice Metal gloves protecting the hands up to the middle of the lower arm. |
Adylle the voratun gauntlets (10 def, 23 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +23 Armour Hardiness: +15% Defense: +10 (+1 eff.) Ranged Defense: +10 (+2 eff.) Damage when hit (Melee): 20 blight Changes stats: +11 Con Changes resistances: +9% acid / +10% physical / +12% nature Blindness immunity: +20% Poison immunity: +20% Disarm immunity: +45% When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 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: Stone Touch (5% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Bogbliss (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 14 acid Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +10% acid / +20% darkness / +20% blight / +19% arcane / +6% mind Changes damage: +11% acid Damage affinity(heal): +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+1 eff.) Spell save: +23 (+2 eff.) When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +15 acid / +20 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chamigas (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 crit. chance: +11.0% Armour: +2 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 22 mind / 19 darkness Changes stats: +4 Mag Changes damage: +3% arcane Critical mult.: +7.00% Spell save: +30 (+3 eff.) Mental save: -13 (-2 eff.) Vim when firing critical spell: +1.00 Spell crit. chance: +7% Mindpower: +3 (+1 eff.) Mental crit. chance: +10% Damage Shield penetration: +30% When used to modify unarmed attacks: Power: 131% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (Melee): +16 arcane Burst (radius 2) on crit: +8 arcane It can be used to activate talent Ruined Earth, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Chamuruiyon the Healvault (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +9% blight / +6% nature / +3% light Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +11.00 When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flashslice (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Changes resistances: +6% blight / +3% cold / +3% nature / +9% light Physical save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Power: 99% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). On weapon hit: * 20 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Nerarialle (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 10 fire Damage when hit (Melee): 8 temporal Changes stats: +4 Str / +7 Cun / +2 Con Changes resistances: +8% fire Changes damage: +6% fire Infravision radius: +2 See invisible: +15 When used to modify unarmed attacks: Power: 112% Range: 1.1x Uses stats: 50% Mag, 40% Str, 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: Fire Breath (10% chance level 3). Burst (radius 2) on crit: +10 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Samizilaldir the Glowfury (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +16 (+1 eff.) Armour: +2 Damage when hit (Melee): 12 physical Changes stats: +3 Con Changes resistances penetration: +25% light Physical save: +7 (+0 eff.) Mental save: +7 (+0 eff.) Disarm immunity: +25% Only die when reaching: -40.00 life Healing mod.: +25% When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Spell save: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Power: 117% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 2). Damage (Melee): +12 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 appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 8 power out of 24/24) : Effective talent level: 2.0 Power cost: 8 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 899.29 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves 'Rhagrim' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 mind Changes stats: +2 Con / +4 Wil Changes resistances: +7% mind / +5% arcane Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 50% Mag, 40% Str, 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: Psychic Lobotomy (20% chance level 3). Burst (radius 2) on crit: +8 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +2 Changes stats: +3 Dex Life regen: +1.40 Stamina each turn: +1.00 Maximum stamina: +18.00 When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves of dispersion (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Damage (Melee): 5 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane Physical save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Disarm immunity: +24% When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +5 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves of the nighthunter (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour: +1 Damage (Melee): 5 darkness Changes stats: +1 Cun Changes resistances: +11% darkness Changes damage: +4% darkness Infravision radius: +1 When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 1). On weapon hit: * 5% chance to inflict 15% damage reduction Damage (Melee): +6 darkness It can be used to activate talent Track, placing all other charms into a 5 cooldown : Effective talent level: 6.0 Power cost: 5 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 57 for 8 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Demonlace' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Armour: +3 Damage (Melee): 12 fire Changes stats: +4 Str / +5 Dex / +4 Cun / +3 Con Changes resistances: +3% darkness / +8% fire Changes damage: +8% fire Talent cooldown: Double Strike (-1 turn) Critical mult.: +14.00% Physical save: +11 (+1 eff.) Spell crit. chance: +15% Mental crit. chance: +10% When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +29.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +8 darkness Burst (radius 2) on crit: +4 darkness / +11 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Alamas (9 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +5% Changes resistances: +14% lightning / +30% temporal / +6% acid / +9% nature / +5% arcane Spell save: +20 (+2 eff.) Cut immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 476.84 mind damage and cripples the target's higher mental functions, reducing cunning by 25 and confusing (38% 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...? |
Anakor (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Str / +8 Lck / +2 Con Changes resistances: +6% lightning / +8% fire / +9% nature / +8% cold Spell save: +6 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 Spell crit. chance: +5% Mental crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bleakrot the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +16% lightning / +3% darkness Changes resistances penetration: +10% darkness Changes damage: +11% lightning / +18% acid A pointy cloth hat, very wizardly... |
Borildil the Jetvortex (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 mind Changes resistances: +12% darkness Changes resistances penetration: +10% fire Changes damage: +14% temporal / +15% light / +14% physical / +9% fire / +6% mind / +27% darkness Psi each turn: +0.32 Equilibrium when hit: +2.50 Psi when hit: +2.80 Hate when hit: +3.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% A pointy cloth hat, very wizardly... |
Brenesta (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +11 Mag / +7 Wil Changes damage: +3% blight Spell save: +30 (+3 eff.) Mana each turn: +0.40 Equilibrium when hit: +2.20 Psi when hit: +2.20 Hate when hit: +2.90 Spellpower: +8 (+1 eff.) Spell crit. chance: +5% Damage Shield penetration: +20% A pointy cloth hat, very wizardly... |
Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 9 power out of 32/32) : Effective talent level: 3.0 Power cost: 9 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 49%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Darkwind the drakeskin leather cap (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +8 (+0 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 darkness Changes stats: +3 Dex Changes resistances: +15% lightning / +11% temporal Changes damage: +9% physical Stamina each turn: +0.60 Only die when reaching: -88.00 life A cap made of leather. |
Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Mag / +8 Wil / +3 Cun Changes resistances penetration: +25% arcane Changes damage: +11% blight / +8% arcane Maximum psi: +10.00 Maximum vim: +25.00 Spell crit. chance: +3% Mindpower: +10 (+1 eff.) It can be used to activate talent Vimsense (costing 9 power out of 45/45) : Effective talent level: 2.0 Power cost: 9 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 41%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Emelamina (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Con Changes resistances: +16% darkness Changes damage: +11% darkness Light radius: +1 See invisible: +15 A pointy cloth hat, very wizardly... |
Filthmarrow (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 blight / 16 nature Changes stats: +5 Cun / +12 Wil Changes resistances penetration: +25% nature Changes damage: +12% acid Spell save: +18 (+2 eff.) Mana when firing critical spell: +4.00 Vim when firing critical spell: +5.00 Spellpower: +12 (+2 eff.) Mindpower: +6 (+1 eff.) A cap made of leather. |
Glareburst the linen wizard hat (4 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +12% blight / +16% darkness / +3% acid Changes damage: +11% darkness / +3% light Cut immunity: +10% A pointy cloth hat, very wizardly... |
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. |
Layolle (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 arcane Changes resistances: +13% light / +15% darkness / +5% arcane Changes resistances penetration: +25% arcane / +15% acid Changes damage: +9% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Layubreda the voratun helm (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +7 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes stats: +15 Lck / +1 Dex Changes resistances: +9% acid / +18% temporal / +8% fire / +15% cold / +28% lightning Physical save: +6 (+0 eff.) Stamina each turn: +0.40 Spell crit. chance: +6% Mental crit. chance: +6% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lightnail the drakeskin leather cap (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: +5 (+0 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 light Changes stats: +13 Str / +4 Dex / +6 Wil / +8 Cun / +14 Con Changes resistances: -30% light Changes damage: +9% light Mental save: +11 (+1 eff.) Life regen: +3.80 Light radius: +2 A cap made of leather. |
Lightwoe (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 33% chance to blind Damage when hit (Melee): 8 light / 10 physical Changes stats: +13 Str / +10 Wil Changes resistances: +12% blight / +6% mind Changes resistances penetration: +10% darkness Mental save: +15 (+1 eff.) Light radius: +3 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 1981.8 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. |
Mayata the Ashwind (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +15% lightning / +6% fire / +19% nature / +5% arcane Changes resistances penetration: +25% arcane / +5% fire Changes damage: +13% nature / +10% lightning Psi each turn: +0.23 Mindpower: +2 (+0 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Nimbusburst (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 31% chance to daze at end of turn Changes stats: +2 Wil Changes resistances: +15% fire / +15% cold Changes resistances penetration: +10% lightning Changes damage: +12% mind / +12% lightning Grants telepathy: Dragon Demon/Major Demon/Minor Psi when hit: +0.24 A cap made of leather. |
Salokira the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str Changes damage: +12% blight / +9% arcane Maximum vim: +50.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Xerimira (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 arcane Changes resistances: +14% mind / +5% arcane Changes resistances penetration: +15% acid / +10% arcane Changes damage: +11% mind Physical save: +8 (+0 eff.) Mental save: +11 (+1 eff.) Maximum psi: +16.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
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 'Arcstreak' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 20 lightning Changes resistances: +6% mind / +14% temporal Changes resistances penetration: +25% lightning Changes damage: +9% lightning / +14% temporal / +6% mind A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Camarek' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +19% darkness / +9% temporal Changes damage: +13% darkness Mental save: +20 (+2 eff.) Maximum hate: +6.00 Heals friendly targets nearby when you use a nature summon: +40 A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Firekiss' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 16 blight / 20 fire Changes stats: +2 Cun / +4 Wil Changes resistances: +9% blight Changes resistances penetration: +10% blight Changes damage: +6% blight Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Layissra' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Defense: +3 (+0 eff.) Changes stats: +12 Cun / +10 Wil Changes resistances: +12% fire / +7% cold Hate when firing a critical mind attack: +4.00 Maximum hate: +2.00 Mindpower: +9 (+1 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap 'Betena' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes resistances: +12% mind Reduces incoming crit damage: 15.00% Physical save: +30 (+3 eff.) Mental save: +36 (+4 eff.) Blindness immunity: +10% Disease immunity: +10% Confusion immunity: +15% Infravision radius: +2 A cap made of leather. |
iron helm 'Pyreworm' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +9% acid / +21% fire Changes damage: +9% fire Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Blazespire' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Wil Changes resistances: +16% acid Changes resistances penetration: +5% light Changes damage: +11% acid Mana each turn: +0.16 Spellpower: +8 (+1 eff.) A pointy cloth hat, very wizardly... |
voratun helm 'Flashquill' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Cun / +17 Con Changes damage: +9% fire Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Layorassra' (6 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +11 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +3 Str / +5 Dex / +8 Cun / +10 Con Changes resistances: +6% blight / +5% arcane Disarm immunity: +10% 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 1981.8 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. |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 20 power out of 60/60) : Effective talent level: 2.0 Power cost: 20 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Islywen the dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Changes stats: +6 Wil Changes resistances: +19% lightning Changes resistances penetration: +25% arcane / +20% blight Changes damage: +9% acid / +15% arcane A suit of armour made of mail. |
Poluletha (3 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +14 Defense: +3 (+0 eff.) Fatigue: +16% Changes resistances: +2% physical / +23% fire Changes resistances penetration: +20% blight Changes damage: +3% blight Physical save: +12 (+1 eff.) Only die when reaching: -40.00 life A suit of armour made of mail. |
Porywen (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +14% arcane / +15% mind Changes resistances penetration: +25% mind Spell save: +18 (+2 eff.) A suit of armour made of mail. |
Radhoyatar the dwarven-steel mail armour (3 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+0 eff.) Fatigue: +16% Changes resistances: +23% lightning / +12% nature / +5% arcane Spell save: +15 (+1 eff.) Blindness immunity: +50% Cut immunity: +20% Disarm immunity: +40% Confusion immunity: +10% 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 (+1 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 188.02 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. |
Ulfendil (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 16 mind Changes resistances: +9% physical / +6% mind / +15% temporal Changes resistances penetration: +20% mind / +25% temporal Changes damage: +3% mind Physical save: +18 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of mail. |
Zanychak the Gleamoozer (5 def, 16 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 light Changes stats: +6 Wil Changes resistances: +15% acid / +10% physical / +29% darkness / +30% blight / +13% cold / +9% light Changes resistances penetration: +20% blight / +15% temporal Allows you to breathe in: water Physical save: +25 (+2 eff.) Maximum mana: +40.00 Spellpower: +6 (+1 eff.) Light radius: +2 A suit of armour made of mail. |
dwarven-steel mail armour 'Yvymira' (11 def, 12 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +13 (+1 eff.) Armour: +12 Defense: +11 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +5 Mag / +5 Wil / +3 Cun Changes resistances: +12% lightning / +9% blight / +12% light / +12% darkness Physical save: +20 (+2 eff.) Mental save: +14 (+1 eff.) Disarm immunity: +10% Pinning immunity: +5% Spellpower: +15 (+2 eff.) Spell crit. chance: +6% Mindpower: +16 (+2 eff.) Mental crit. chance: +6% A suit of armour made of mail. |
stralite mail armour 'Torchtide' (4 def, 8 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: +8 Defense: +4 (+1 eff.) Fatigue: +16% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 mind / 12 blight Changes stats: +4 Str / +6 Wil / +6 Cun / +4 Con Changes resistances: +6% mind / +19% fire Changes damage: +18% fire Mental save: +10 (+1 eff.) Maximum life: +35.00 A suit of armour made of mail. |
Adymira (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 8 arcane Changes resistances: +18% cold Changes damage: +9% blight Life regen: +9.70 Stamina each turn: +1.10 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +41.00 Maximum mana: +40.00 Maximum vim: +20.00 Healing mod.: +14% A suit of armour made of leather. |
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 (+1 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +0% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+2 eff.) Mindpower: +10 (+1 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. |
Gleamtouch (5 def, 8 armour)Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes resistances: +25% mind / +15% light Changes resistances penetration: +26% mind Changes damage: +6% mind / +9% temporal Mental save: +24 (+2 eff.) A suit of armour made of leather. |
Gyselle the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +28 Physical crit. chance: +13.0% Physical power: +16 (+1 eff.) Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Effects on melee hit: * 40% chance to corrode armour by 30% Changes stats: +10 Str Changes resistances: +20% darkness / +15% physical Critical mult.: +20.00% Stamina each turn: +1.40 Hate when firing a critical mind attack: +4.00 Maximum psi: +20.00 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: 5.0 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 302 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 4 power out of 12/12) : Effective talent level: 5.0 Power cost: 4 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 887.36 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
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 (+2 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 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 661.97 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. |
Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+2 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Olitar (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 (+1 eff.) Fatigue: +8% Effects on melee hit: * 33% chance to corrode armour by 30% Damage when hit (Melee): 19 physical Changes resistances: +9% cold / +12% light / +9% darkness Physical save: +42 (+4 eff.) Disease immunity: +25% Cut immunity: +15% Only die when reaching: -91.00 life A suit of armour made of leather. |
Shadowpython (13 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +10 Str / +6 Dex Changes resistances: +29% acid Changes damage: +6% darkness / +9% temporal Physical save: +13 (+1 eff.) Life regen: +6.00 Stamina each turn: +1.50 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+2 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
drakeskin leather armour 'Smoldercrypt' (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 (+1 eff.) Fatigue: -2% Changes stats: +3 Str / +4 Dex Changes resistances: +27% acid / +10% physical / +12% nature / +21% fire Changes damage: +15% fire Reduces incoming crit damage: 19.00% Physical save: +24 (+2 eff.) A suit of armour made of leather. |
Betalle the steel plate armour (4 def, 15 armour)Requires: - Strength 28 - 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 2 When wielded/worn: Armour: +15 Defense: +4 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 4 blight Changes resistances: +6% mind / +3% blight Changes damage: +9% temporal Mental save: +10 (+1 eff.) Life regen: +1.20 Maximum life: +50.00 Healing mod.: +12% A suit of armour made of metal plates. |
Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+1 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+1 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Isina (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 (+1 eff.) Fatigue: +24% Damage when hit (Melee): 8 mind Changes stats: +5 Cun Changes resistances: +8% physical Changes damage: +12% mind Physical save: +19 (+2 eff.) Mental save: +20 (+2 eff.) Equilibrium when hit: +0.08 Maximum psi: +50.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 A suit of armour made of metal plates. |
Toradogen the voratun plate armour (9 def, 23 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +9 (+1 eff.) Fatigue: +19% Damage when hit (Melee): 4 arcane / 8 mind Changes stats: +2 Mag / +3 Wil Changes resistances: +7% arcane / +23% cold Changes resistances penetration: +25% mind Physical save: +13 (+1 eff.) Spell save: +22 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 A suit of armour made of metal plates. |
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 (+1 eff.) Ranged Defense: +12 (+2 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. |
Borikalthoblek (12 def, 3 armour, 197.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes stats: +2 Cun Changes resistances: +20% mind Talent granted: +5 Block Critical mult.: +25.00% Mental save: +9 (+1 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +4.00 Handheld deflection devices. |
Brandjeer the stralite shield (10 def, 6 armour, 141.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +6 Defense: +10 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage (Melee): 9 acid Damage when hit (Melee): 29 acid Changes resistances: +15% blight / +9% temporal / +9% mind Talent granted: +4 Block Reduces incoming crit damage: 15.00% Physical save: +30 (+3 eff.) Blindness immunity: +30% Disease immunity: +10% Disarm immunity: +10% Handheld deflection devices. |
Gloomschism (12 def, 3 armour, 201 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 21 darkness Changes resistances: +12% darkness / +30% cold Talent granted: +5 Block Handheld deflection devices. |
Gysenn (11 def, 7 armour, 39 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +7 Armour Hardiness: +5% Defense: +11 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 5 cold Damage when hit (Melee): 11 ice Changes stats: +1 Str Changes resistances: +11% physical Changes resistances penetration: +5% physical Talent granted: +2 Block Spell save: +9 (+1 eff.) Deflect projectiles away: +6% Handheld deflection devices. |
Infernozeal (8 def, 2 armour, 77 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage (Melee): 8 acid Damage when hit (Melee): 21 acid Changes stats: +5 Wil / +3 Mag Changes resistances: +12% temporal Talent granted: +3 Block See invisible: +12 Handheld deflection devices. |
Morningwind the voratun shield (12 def, 3 armour, 202 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 8 mind Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes resistances penetration: +10% light Changes damage: +12% light Talents granted: +1 Ward +5 Block Light radius: +3 Handheld deflection devices. |
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 (+1 eff.) Ranged Defense: +12 (+2 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. |
Skytyphoon the voratun shield (12 def, 10 armour, 197.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +10 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes resistances: +48% lightning / +3% physical Changes damage: +15% physical Talent granted: +5 Block Maximum hate: +10.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +3% Handheld deflection devices. |
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 (+2 eff.) Ranged Defense: +15 (+2 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." |
Unsetting Sun (16 def, 20 armour, 280 block)Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When wielded/worn: Armour: +20 Defense: +16 (+2 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+2 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Xerytira the Glimmerbreacher (10 def, 2 armour, 144.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Effects on melee hit: * 32% chance to blind Damage (Melee): 5 cold Damage when hit (Melee): 18 ice / 20 light Changes resistances penetration: +15% acid / +10% light Changes damage: +15% acid / +12% fire Talent granted: +4 Block Light radius: +3 Handheld deflection devices. |
iron shield 'Blazevile' (4 def, 2 armour, 21.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 11% chance to corrode armour by 30% Damage when hit (Melee): 8 blight Changes stats: +2 Con Changes resistances: +11% acid Talent granted: +1 Block Spellpower: +2 (+1 eff.) Damage Shield penetration: +10% Handheld deflection devices. |
iron shield 'Tarruzilablek' (4 def, 6 armour, 18 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +20% acid Changes resistances penetration: +5% mind Changes damage: +9% mind Talent granted: +1 Block Handheld deflection devices. |
steel shield 'Chamemalen' (6 def, 2 armour, 40.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +2% Changes stats: +1 Str / +1 Mag / +4 Wil Changes resistances: +19% fire Talent granted: +2 Block Light radius: +3 See invisible: +9 Handheld deflection devices. |
stralite shield 'Porivea' (19 def, 2 armour, 140.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +19 (+3 eff.) Ranged Defense: +19 (+3 eff.) Fatigue: +14% Changes stats: +2 Wil Changes resistances: +6% blight / +23% fire / +5% arcane Grants telepathy: Humanoid/Orc Talent granted: +4 Block Poison immunity: +10% Handheld deflection devices. |
voratun shield 'Mayiwe' (12 def, 10 armour, 274.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +10 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex Changes resistances: +34% lightning Talent granted: +5 Block Handheld deflection devices. |
Gigolach (19/19, 143% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 144% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 35 bleeding, 87% reduced healing Damage (Ranged): +14 temporal / +15 darkness / +15 nature / +36 blight / +14 bleed / +20 mind / +8 arcane Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (18/20, 117% power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 117% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Liserathra the Scumwrest (18/18, 139% power, 10 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 139% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 On weapon hit: * Slows global speed by 40% * 10% chance to knock the target back Damage (Ranged): +8 nature / +53 physical / +24 mind Burst (radius 1) on hit: +8 nature / +20 mind Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 174% power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 174% Range: 1.4x Uses stats: 40% Wil, 50% Dex, 50% Mag, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Ulfilen the Blastmaster (16/16, 152% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 152% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 16 Damage (Ranged): +17 darkness / +26 cold Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +8 lightning / +12 cold Damage against: +11% Living Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 156% power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 60% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
quiver of ash arrows 'Emeluremira' (23/23, 122% power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 23 On weapon hit: * 20% chance to torment the target Damage (Ranged): +16 mind / +15 darkness / +12 arcane Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +8 arcane / +4 mind Arrows are used with bows to pierce your foes to death. |
7 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1274 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. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
brutal iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +6 (+0 eff.) Changes stats: +1 Str Critical mult.: +10.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ArildaveaInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Wil Changes resistances: +3% all Critical mult.: +10.00% Spell save: +6 (+1 eff.) Mindpower: +4 (+1 eff.) Light radius: +2 Heals friendly targets nearby when you use a nature summon: +10 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. |
Burnpiercer the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Physical save: +6 (+0 eff.) Psi when hit: +0.16 Maximum hate: +4.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +2% Light radius: +2 Healing mod.: +11% 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. |
DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+0 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 701.08 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. |
GlimmerwolfPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +6 Damage when hit (Melee): 20 light / 16 darkness Changes stats: +3 Dex Changes resistances: +15% darkness Changes damage: +13% light / +12% physical Damage affinity(heal): +5% light Only die when reaching: -40.00 life Maximum stamina: +25.00 Light radius: +10 It can be used to activate talent Sun Flare, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 185.39 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
LightstunInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind / 8 light Changes resistances: +12% mind / +6% light Changes resistances penetration: +5% mind Mental save: +6 (+0 eff.) Light radius: +2 See stealth: +5 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Powered by arcane forces 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 630.07 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 630.07 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. |
SilivenaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -2% Damage when hit (Melee): 12 physical Physical save: +6 (+0 eff.) Maximum life: +40.00 Light radius: +3 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. |
StormpainPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 20 lightning / 11 fire / 16 acid Changes resistances: +3% acid / +6% fire Changes resistances penetration: +20% acid Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (141 power, based on Willpower), costing 4 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
ViperspawnInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 nature Changes resistances: +12% acid / +3% temporal / +3% light / +9% fire / +5% arcane / +12% lightning Mental save: +10 (+1 eff.) Light radius: +3 See stealth: +17 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Goridar'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Critical mult.: +10.00% Equilibrium when hit: +0.04 Psi when hit: +0.12 Maximum hate: +8.00 Mental crit. chance: +3% Light radius: +2 Heals friendly targets nearby when you use a nature summon: +10 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. |
watchleader's brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+1 eff.) Blindness immunity: +22% Confusion immunity: +13% Light radius: +6 See stealth: +5 See invisible: +6 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 57 for 8 turns. The radius will increase with your Cunning. 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. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 6 power out of 35/35) : Effective talent level: 6.0 Power cost: 6 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 57 for 8 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
6 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 390/400. 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. |
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. |
Dazzlesweeper (23/23, 105% power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 106% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 23 On weapon hit: * 40% chance to blind Damage (Ranged): +10 insidious poison / +16 light Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +4 light 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 iron shots 'Elenudunathad' (16/16, 110% power, 3 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 110% 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: +10.0% Capacity: 16 On weapon hit: * 40 arcane resource burn On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +4 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Belirin the Filthbolt [power 49] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes damage: +6% nature Critical mult.: +15.00% Equilibrium when hit: +0.16 Mental crit. chance: +5% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 49 for 7 turns, putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
Boltsaw the voratun torque of thermal psionic shield [power 173] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 31% chance to daze at end of turn Damage when hit (Melee): 20 mind / 20 lightning Changes resistances: +12% lightning Changes resistances penetration: +15% lightning Changes damage: +15% lightning It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 173 for 7 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
Isluwyn the dwarven-steel torque of charged psionic shield [power 91] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid / 12 mind Changes stats: +2 Cun / +3 Wil Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence Critical mult.: +15.00% Mindpower: +12 (+2 eff.) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 91 for 7 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
Scorchmaster the dwarven-steel torque of thermal psionic shield [power 93] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal / 16 fire Changes resistances: +15% temporal / +6% fire Maximum wards: +2 physical / +3 mind / +4 darkness Changes damage: +12% temporal Talent granted: +1 Ward Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 93 for 7 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
Torchhue the dwarven-steel torque of kinetic psionic shield [power 91] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +15% fire Changes resistances penetration: +25% mind / +25% fire Changes damage: +21% mind / +21% fire It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 91 for 7 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
quick iron torque of kinetic psionic shield [power 17] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 17 for 7 turns, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Chaloruizor' [power 137] (2 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% darkness / +6% temporal Critical mult.: +9.00% Confusion immunity: +10% Maximum life: +10.00 It can be used to fire a blast of psionic energies in a range 9 beam dealing 73.30 to 146.59 mind damage, putting all charms on cooldown for 2 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psychoportation 'Camidin' [power 52] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 16 arcane Changes stats: +5 Wil / +8 Mag Mana each turn: +0.20 Mana when firing critical spell: +4.00 Vim when firing critical spell: +4.00 It can be used to teleport randomly (rad 52), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
Arychak [power 4] (4 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +15% lightning / +24% fire / +15% temporal / +9% acid Maximum wards: +5 acid / +5 nature / +4 light Talent granted: +1 Ward Disease immunity: +25% Pinning immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to remove up to 4 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. |
Betikira [power 69] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +6 Dex / +4 Con Stamina each turn: +0.80 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +10 Only die when reaching: -88.00 life Spellpower: +6 (+1 eff.) It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 13 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Eilinowyn the Blackmonster [power 69] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 31% chance to inflict 15% damage reduction Changes resistances: +9% darkness / +6% temporal Maximum wards: +5 acid / +4 nature / +5 light Changes resistances penetration: +15% temporal Changes damage: +9% darkness / +21% temporal Talent granted: +1 Ward Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
Gyssra [power 66] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Con Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Reduces incoming crit damage: 15.00% Maximum psi: +10.00 Light radius: +3 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 66 and armour hardiness by 60%, putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
Phlegmonslaught [power 56] (7 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Armour: +2 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Damage when hit (Melee): 12 nature Talent cooldown: Rushing Claws (-2 turns) Talent granted: +6 Rushing Claws Stamina each turn: +0.20 Healing mod.: +15% It can be used to harden the skin for 7 turns increasing armour by 56 and armour hardiness by 60%, putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
Pyreshaper [power 5] (4 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 fire Maximum wards: +4 acid / +4 nature / +4 light Changes resistances penetration: +15% acid / +10% fire Changes damage: +12% acid Talent cooldown: Rushing Claws (-2 turns) Talents granted: +1 Ward +10 Rushing Claws It can be used to remove up to 5 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 4 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 4 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
2 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Glevena the Fogkarma [power 169] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +2 Str / +7 Dex / +4 Con Changes resistances: +12% darkness Reduces incoming crit damage: 5.00% It can be used to fire a bolt of a random element with (base) damage 84 to 169, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 275 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. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
11 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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 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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Junro the Ogre Paradox Mage level 28
22nd Haze 122nd year of Ascendancy at 09:23 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Junro the Ogre Paradox Mage level 38
68th Haze 122nd year of Ascendancy at 13:14 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Junro the Ogre Paradox Mage level 25
16th Haze 122nd year of Ascendancy at 00:55 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Junro the Ogre Paradox Mage level 33
67th Haze 122nd year of Ascendancy at 18:15 see stats
Best album ever! (Insane (Roguelike) difficulty)
Removed 89 beneficial effects from enemies via Disintegration.By Junro the Ogre Paradox Mage level 26
16th Haze 122nd year of Ascendancy at 11:11 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Junro the Ogre Paradox Mage level 32
64th Haze 122nd year of Ascendancy at 00:48 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Junro the Ogre Paradox Mage level 40
4th Decay 122nd year of Ascendancy at 22:58 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Junro the Ogre Paradox Mage level 31
60th Haze 122nd year of Ascendancy at 21:39 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Junro the Ogre Paradox Mage level 12
57th Dusk 122nd year of Ascendancy at 00:53 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Junro the Ogre Paradox Mage level 25
15th Haze 122nd year of Ascendancy at 20:10 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Junro the Ogre Paradox Mage level 49
31st Regrowth 123rd year of Ascendancy at 01:27 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Junro the Ogre Paradox Mage level 34
67th Haze 122nd year of Ascendancy at 18:51 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Junro the Ogre Paradox Mage level 43
7th Regrowth 123rd year of Ascendancy at 16:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Junro the Ogre Paradox Mage level 10
14th Dusk 122nd year of Ascendancy at 14:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Junro the Ogre Paradox Mage level 20
14th Haze 122nd year of Ascendancy at 19:35 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Junro the Ogre Paradox Mage level 30
60th Haze 122nd year of Ascendancy at 14:08 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Junro the Ogre Paradox Mage level 40
4th Decay 122nd year of Ascendancy at 14:52 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Junro the Ogre Paradox Mage level 50
31st Regrowth 123rd year of Ascendancy at 04:24 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Junro the Ogre Paradox Mage level 48
11st Regrowth 123rd year of Ascendancy at 12:07 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Junro the Ogre Paradox Mage level 47
11st Regrowth 123rd year of Ascendancy at 07:23 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Junro the Ogre Paradox Mage level 28
16th Haze 122nd year of Ascendancy at 19:28 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Junro the Ogre Paradox Mage level 39
70th Haze 122nd year of Ascendancy at 14:29 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Junro the Ogre Paradox Mage level 24
15th Haze 122nd year of Ascendancy at 18:29 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Junro the Ogre Paradox Mage level 31
60th Haze 122nd year of Ascendancy at 22:39 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Junro the Ogre Paradox Mage level 50
31st Regrowth 123rd year of Ascendancy at 11:21 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Junro the Ogre Paradox Mage level 7
10th Dusk 122nd year of Ascendancy at 08:15 see stats
The High Lady's destiny (Insane (Roguelike) difficulty)
Won ToME by closing the Void portal using Aeryn as a sacrifice.By Junro the Ogre Paradox Mage level 50
31st Regrowth 123rd year of Ascendancy at 11:21 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Junro the Ogre Paradox Mage level 41
5th Decay 122nd year of Ascendancy at 02:22 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Junro the Ogre Paradox Mage level 39
4th Decay 122nd year of Ascendancy at 13:11 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Junro the Ogre Paradox Mage level 4
75th Pyre 122nd year of Ascendancy at 00:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Junro the Ogre Paradox Mage level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Junro the Ogre Paradox Mage level 25
15th Haze 122nd year of Ascendancy at 23:20 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By Junro the Ogre Paradox Mage level 7
76th Pyre 122nd year of Ascendancy at 02:54 see stats
Log
There is a Entrance to Rak'shor Pride bastion here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Today is the 58th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
Resting starts...
Talent Elemental Surge is ready to use.
Rested for 21 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
Space around you starts to dissolve...
You are yanked out of this place!
There is a Entrance to Rak'shor Pride bastion here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 59th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 17:30.
Saving done.
Junro deactivates Mental Tyranny.
Junro deactivates Daunting Presence.














































































































































































































































































































































