












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Ogre |
Class | Cursed |
Level / Exp | 50 / 617% |
Size | gargantuan |
Lifes / Deaths | Killed by orc corruptor at level 11 on the 36th Dusk 122nd year of Ascendancy at 20:40 4 / 3Killed by Velanne the fire drake hatchling at level 14 on the 15th Haze 122nd year of Ascendancy at 09:03 Killed by Aerobreldatira the corrupted acidic digestor at level 44 on the 17th Haze 123rd year of Ascendancy at 14:16 |
Antimagic | Follower |
Primary Stats
Strength | 187 (base 66) |
Dexterity | 53 (base 21) |
Constitution | 63 (base 21) |
Magic | 23 (base 12) |
Willpower | 121.95707741329 (base 60) |
Cunning | 107 (base 60) |
Resources
Life | 1976/1976 |
Hate | 58/116 |
Equilibrium | 63 |
Steam | 100/100 |
Healing Factor | 1.4312017167381 |
Regeneration | 28.838714592273 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +65% |
Spell | 0% |
Global | +106% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 4 |
See Stealth | 33 |
See Invisible | 25 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 451 |
Accuracy | 55 |
Crit Chance | 124% |
APR | 73 |
Speed | 0.90 |
Offense: Offhand
Damage | 207 |
Accuracy | 73 |
Crit Chance | 104% |
APR | 125 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15.5 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 108 |
Crit Chance | 78% |
Speed | 1 |
Offense: Damage Bonus
Acid | +28% |
Physical | +65% |
Cold | +62% |
All | +7% |
Darkness | +19% |
Light | +42% |
Mind | +87% |
Lightning | +13% |
Fire | +78% |
Nature | +32% |
Offense: Damage Penetration
Acid | +38% |
Fire | +59% |
Darkness | +108% |
Cold | +57% |
Physical | +97% |
Mind | +133% |
All | +30% |
Defense: Base
Armour (hardiness) | 138.25616487511 (87.964601769911%) |
Defense | 47 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 85 |
Spell Save | 51 |
Mental Save | 87 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 70%( 70%) |
All | + 7%( 70%) |
Mind | + 67%( 70%) |
Lightning | + 63%( 70%) |
Light | + 27%( 70%) |
Temporal | + 34%( 70%) |
Physical | + 21%( 70%) |
Darkness | + 48%( 70%) |
Fire | + 42%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 70% |
Silence Resistance | 10% |
Bleed Resistance | 70% |
Disarm Resistance | 100% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1038 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1387% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 281% efficiency and cooldown mod of 61%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 40 for 11 turns. While Heroism is active, you will only die when reaching -1569 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Endless hunt | 1.70 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Slaughter | 1.70 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.70 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stalk |
talent | Gloom |
talent | Wild Growth |
talent | Psiblades |
talent | Cleave |
talent | Antimagic Shield |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 0% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | 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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 717. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +16 (+3 eff.) Armour: +5 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -24% Effects on melee hit: * Slows global speed by 42% Changes stats: +6 Wil / +6 Cun / +11 Con Changes resistances: +15% lightning / +23% temporal / +3% mind Changes resistances penetration: +8% physical Changes damage: +6% nature Maximum encumbrance: +45 Physical save: +40 (+8 eff.) Mental save: +21 (+4 eff.) Stamina each turn: +3.90 Maximum life: +117.00 Maximum stamina: +69.00 Mindpower: +8 (+1 eff.) Movement speed: +20% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 3.9 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 53 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +30 Damage when hit (Melee): 8 mind Changes stats: +6 Wil Changes resistances: +12% blight / +3% cold / +3% mind / +3% temporal Changes resistances penetration: +10% mind / +30% all Changes damage: +20% light / +21% mind / +6% darkness Mental save: +14 (+3 eff.) Light radius: +13 See stealth: +33 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes stats: +17 Str / +7 Dex / +12 Wil / +15 Cun Changes resistances: +3% lightning / +15% physical Changes damage: +12% physical Physical save: +15 (+3 eff.) Mental save: +24 (+5 eff.) Pinning immunity: +10% Mindpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Corrupted Gaze. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Talent granted: +5 Iron Grip Spell save: +15 (+5 eff.) Disarm immunity: +100% Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 222.56 arcane damage and stunned), costing 90 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Fatigue: -9% Effects on melee hit: * 28 arcane resource burn Damage when hit (Melee): 12 darkness Changes stats: +15 Str / +7 Con Changes resistances: +3% blight / +10% fire / +9% darkness Changes damage: +6% darkness / +42% fire / +6% light / +38% mind Mental save: +43 (+9 eff.) Silence immunity: +10% Maximum life: +80.00 Maximum stamina: +60.00 Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +15 (+5 eff.) Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Changes stats: +8 Cun / +8 Wil Changes resistances: +3% temporal / +6% light / +6% blight / +3% fire / +46% cold Changes resistances penetration: +25% mind Changes damage: +20% cold Stun/Freeze immunity: +41% Life regen: +4.80 Mindpower: +15 (+3 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +32 (+5 eff.) Armour: +27 Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 12 darkness Changes stats: +20 Str / +10 Con Changes resistances: +6% darkness Changes damage: +7% all Life regen: +2.20 Only die when reaching: -40.00 life Maximum life: +100.00 Spellpower: +20 (+5 eff.) Mindpower: +18 (+3 eff.) Healing mod.: +30% Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +10 Str / +6 Wil / +5 Con Changes resistances: +3% darkness / +3% mind / +5% arcane Changes damage: +9% acid / +12% mind / +9% light Talent masteries: +0.40 Cursed / Slaughter +0.40 Cursed / Endless hunt Physical save: +19 (+4 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +22% Life regen: +2.90 Maximum life: +71.00 Mindpower: +15 (+3 eff.) Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.5 - 125.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +24 Crit. chance: +25.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +8 darkness / +28 temporal / +20 mind / +23 nature Burst (radius 2) on crit: +4 darkness When wielded/worn: Accuracy: +16 (+5 eff.) Physical crit. chance: +42.0% Changes stats: +9 Dex Changes resistances: +9% acid / +3% cold / +6% lightning Changes resistances penetration: +68% mind / +78% darkness Changes damage: +9% mind Massive two-handed swords. |
Around waist | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +13 Defense: +18 (+6 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +0% Changes stats: +6 Cun / +6 Dex Changes resistances penetration: +49% physical Changes damage: +20% physical Grants telepathy: Dragon Critical mult.: +6.00% Maximum encumbrance: +900 Physical save: +40 (+8 eff.) Spell save: +30 (+10 eff.) Only die when reaching: -40.00 life Mindpower: +8 (+1 eff.) Mental crit. chance: +13% Slows Projectiles: +0% A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. This natural frost should be returned to the wyrm. This natural mindstar calls for a summoner. This parasitic mindstar will draw strength from other psionic mindstars. This natural fire should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 133% Wil, 56% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +76 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 56% chance to daze at end of turn Damage (Melee): +8 nature Burst (radius 1) on hit: +8 lightning Damage against: +35% Undead / +35% Demon / +35% Horror When wielded/worn: Armour: +9 Damage when hit (Melee): 20 ice / 14 fire Changes stats: +2 Str / +3 Mag / +15 Wil Changes resistances: +20% blight / +20% cold / +12% nature / +15% fire Changes resistances penetration: +8% acid / +29% fire / +27% cold / +10% physical Changes damage: +12% acid / +14% physical / +6% lightning / +29% fire / +19% nature / +35% cold Physical save: +10 (+2 eff.) Disease immunity: +45% Hate when firing a critical mind attack: +18.00 Psi when firing a critical mind attack: +11.00 Maximum hate: +16.00 Mindpower: +19 (+3 eff.) Mental crit. chance: +29% Light radius: +3 Global speed: +6% Life leech chance: +22% Life leech: +16% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +6 Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 lightning Changes stats: +4 Str / +11 Dex / +6 Cun / +6 Con Changes resistances: +10% acid / +6% darkness / +12% blight / +10% fire / +44% cold / +36% lightning Talent mastery: +0.40 Technique / Combat training Spell save: -21 (-7 eff.) Stun/Freeze immunity: +50% Stamina each turn: +1.20 Mana each turn: -0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Threads of Fate. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+5 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Confusion immunity: +100% Fear immunity: +100% Life regen: +10.00 Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 14 power out of 25/25) : Effective talent level: 2.6 Power cost: 14 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 20 Armour, 30 Defense and your attacks will gain 52% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. This item has been sent to the Item's Vault. This object's appearance was changed to Borfast's Cage. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 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 steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 95%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 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 steamtech power Description: Medical injector allows using therapeutics with 198% efficiency and cooldown mod of 85%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 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 steamtech power Description: Medical injector allows using therapeutics with 276% efficiency and cooldown mod of 86%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 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 steamtech power Description: Medical injector allows using therapeutics with 220% efficiency and cooldown mod of 62%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 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 steamtech power Description: Medical injector allows using therapeutics with 251% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.1 steam per turn. Can be activated for an instant burst of 91 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.6 steam per turn. Can be activated for an instant burst of 103 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.6 steam per turn. Can be activated for an instant burst of 93 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.5 steam per turn. Can be activated for an instant burst of 102 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 219.34 physical damage and 350.94 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 401 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 402 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 217 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 620 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 10 turns. While Heroism is active, you will only die when reaching -844 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 40 for 12 turns. While Heroism is active, you will only die when reaching -1274 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 39 for 12 turns. While Heroism is active, you will only die when reaching -1245 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 40 for 12 turns. While Heroism is active, you will only die when reaching -1210 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 931% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 857% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 776% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 816 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 712 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 558 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 997 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1327 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 939 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 37% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 38% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 37% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 682.48 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Defense: +20 (+6 eff.) Fatigue: -9% Effects on melee hit: * 42% chance to inflict 15% damage reduction * 15% chance to daze at end of turn Changes stats: +8 Dex / +9 Wil / +10 Cun / +5 Con / +18 Lck Changes resistances: +30% light / +3% blight / +30% darkness / +9% nature / +30% mind Changes resistances penetration: +10% mind Talent mastery: +0.31 Cursed / Predator Mental save: +27 (+5 eff.) Blindness immunity: +158% Confusion immunity: +75% Life regen: +1.50 Stamina each turn: +1.50 Mindpower: +15 (+3 eff.) Infravision radius: +30 Sight radius: +6 See invisible: +43 Movement speed: +10% Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +8 Defense: +12 (+4 eff.) Fatigue: -15% Changes stats: +8 Dex / +10 Cun / +17 Con Changes resistances: +3% nature / +27% physical / +9% light / +42% temporal Changes resistances cap: +2% all Changes damage: +18% acid / +10% physical Talent mastery: +0.32 Cursed / Rampage Physical save: +27 (+5 eff.) Mental save: +10 (+2 eff.) Pinning immunity: +45% Knockback immunity: +47% Life regen: +5.10 Stamina each turn: +3.90 Psi when hit: +0.04 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +70 (+19 eff.) Armour penetration: +20 Armour: +8 Defense: +69 (+20 eff.) Fatigue: -10% Damage when hit (Melee): 20 mind Changes stats: +10 Str / +20 Dex / +15 Wil / +27 Cun / +42 Con / +60 Lck Changes resistances: +15% acid / +15% physical / +19% darkness / +36% temporal / +6% blight / +9% cold / +30% mind / +30% light Changes resistances cap: +7% all Changes resistances penetration: +15% nature Changes damage: +9% darkness Talent masteries: +0.40 Cursed / Slaughter +0.40 Cursed / Fears Critical mult.: +20.00% Physical save: +163 (+29 eff.) Spell save: +143 (+36 eff.) Mental save: +90 (+17 eff.) Blindness immunity: +50% Confusion immunity: +73% Pinning immunity: +44% Knockback immunity: +50% Life regen: +12.80 Stamina each turn: +2.60 Maximum life: +309.00 Mindpower: +15 (+3 eff.) Movement speed: +10% Reduce all damage from unseen attackers: 55% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +19 (+3 eff.) Armour: +12 Defense: +18 (+6 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -17% Changes stats: +26 Dex / +20 Cun / +24 Con Changes resistances: +9% blight / +6% lightning / +3% darkness / +30% mind Changes resistances cap: +7% all Changes damage: +15% nature / +20% physical Talent masteries: +0.40 Cursed / Rampage +0.40 Cursed / Endless hunt Physical save: +35 (+7 eff.) Confusion immunity: +50% Life regen: +2.80 Stamina each turn: +2.80 Movement speed: +20% Combat speed: +20% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +55 (+15 eff.) Armour penetration: +40 Armour: +29 Defense: +80 (+23 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -20% Changes stats: +20 Str / +22 Dex / +30 Wil / +17 Cun / +25 Con / +37 Lck Changes resistances: +9% acid / +26% darkness / +6% fire / +27% mind / +27% light Changes resistances cap: +21% all Changes resistances penetration: +15% light Talent masteries: +0.40 Cunning / Survival +0.40 Cursed / Cursed form Critical mult.: +54.00% Physical save: +139 (+25 eff.) Spell save: +61 (+18 eff.) Mental save: +117 (+22 eff.) Blindness immunity: +125% Confusion immunity: +140% Pinning immunity: +25% Stun/Freeze immunity: +15% Life regen: +8.40 Stamina each turn: +1.50 Maximum life: +80.00 Mindpower: +57 (+10 eff.) Infravision radius: +18 Sight radius: +4 See invisible: +29 Movement speed: +10% Reduce all damage from unseen attackers: 39% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +45 (+13 eff.) Physical power: +28 (+5 eff.) Armour: +22 Defense: +102 (+28 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -29% Damage when hit (Melee): 12 physical Changes stats: +11 Str / +33 Dex / +31 Wil / +20 Cun / +50 Con / +59 Lck Changes resistances: +12% cold / +30% light / +26% darkness Changes resistances cap: +21% all Changes resistances penetration: +5% darkness Changes damage: +19% physical Talent mastery: +0.37 Cursed / Fears Critical mult.: +3.00% Physical save: +95 (+18 eff.) Mental save: +59 (+12 eff.) Blindness immunity: +50% Cut immunity: +70% Confusion immunity: +92% Life regen: +10.20 Stamina each turn: +2.70 Only die when reaching: -60.00 life Maximum life: +64.00 Mindpower: +55 (+9 eff.) Movement speed: +20% Combat speed: +20% Healing mod.: +30% Reduce all damage from unseen attackers: 59% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 513 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +51 (+14 eff.) Armour penetration: +19 Physical power: +10 (+2 eff.) Armour: +12 Defense: +55 (+17 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -9% Effects on melee hit: * 60% chance to blind Changes stats: +20 Str / +30 Dex / +2 Mag / +24 Wil / +12 Con / +40 Lck Changes resistances: +23% lightning / +14% physical / +9% darkness / +30% mind / +3% nature Changes resistances cap: +7% all Talent mastery: +0.40 Steamtech / Chemistry Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Physical save: +132 (+24 eff.) Spell save: +74 (+21 eff.) Mental save: +88 (+17 eff.) Blindness immunity: +144% Confusion immunity: +75% Stun/Freeze immunity: +47% Life regen: +9.60 Stamina each turn: +1.20 Maximum life: +154.00 Mindpower: +15 (+3 eff.) Infravision radius: +41 Sight radius: +8 See invisible: +56 Healing mod.: +10% Reduce all damage from unseen attackers: 34% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +36 (+10 eff.) Armour: +7 Defense: +47 (+15 eff.) Fatigue: -10% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes stats: +8 Dex / +33 Lck / +15 Con Changes resistances: +9% acid / +12% darkness / +9% blight / +3% cold / +3% fire Changes resistances cap: +3% all Changes damage: +6% acid / +9% darkness Physical save: +95 (+18 eff.) Spell save: +46 (+14 eff.) Mental save: +50 (+10 eff.) Life regen: +5.90 Maximum life: +74.00 Reduce all damage from unseen attackers: 40% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Armour: +6 Changes stats: +20 Str / +20 Dex / +16 Wil Changes resistances: +6% light Physical save: +6 (+1 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +21% Life regen: +0.60 Mindpower: +15 (+3 eff.) Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+2 eff.) Armour: +26 Defense: +24 (+8 eff.) Fatigue: -46% Changes stats: +2 Str / +31 Dex / +35 Wil / +28 Cun / +38 Con Changes resistances: +6% acid / +6% lightning / +30% cold / +23% mind / +26% fire Changes resistances cap: +11% all Changes resistances penetration: +10% fire Changes damage: +19% physical Talent mastery: +0.37 Technique / Combat training Physical save: +153 (+28 eff.) Spell save: +63 (+18 eff.) Mental save: +147 (+27 eff.) Blindness immunity: +80% Confusion immunity: +182% Life regen: +18.80 Stamina each turn: +4.50 Maximum life: +160.00 Mindpower: +82 (+13 eff.) Light radius: +6 Infravision radius: +19 Sight radius: +4 See invisible: +28 Movement speed: +30% Combat speed: +10% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+9 eff.) Armour penetration: +24 Physical crit. chance: +2.0% Armour: +2 Defense: +18 (+6 eff.) Fatigue: -10% Effects on melee hit: * 23 arcane resource burn Changes stats: +8 Dex / +9 Cun / +10 Con / +20 Lck Talent mastery: +0.40 Cursed / Endless hunt Critical mult.: +26.00% Life regen: +1.10 Stamina each turn: +1.50 Light radius: +1 Movement speed: +10% Healing mod.: +5% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Effects on melee hit: * 23 arcane resource burn Changes stats: +9 Dex / +15 Wil / +10 Cun / +10 Con Changes resistances: +3% acid / +6% cold / +25% mind Changes resistances penetration: +5% mind Changes damage: +15% mind Spell save: +36 (+11 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +75% Life regen: +1.30 Stamina each turn: +0.80 Mindpower: +15 (+3 eff.) Movement speed: +10% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +12 Defense: +21 (+7 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -20% Changes stats: +10 Str / +29 Dex / +9 Wil / +30 Cun / +20 Con Changes resistances: +12% nature / +7% arcane / +28% mind Changes resistances cap: +7% all Talent mastery: +0.40 Cursed / Gloom Physical save: +27 (+5 eff.) Blindness immunity: +80% Disarm immunity: +15% Confusion immunity: +50% Life regen: +2.90 Stamina each turn: +3.40 Infravision radius: +20 Sight radius: +4 See invisible: +29 Movement speed: +20% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -16% Damage when hit (Melee): 12 nature / 12 acid Changes stats: +29 Dex / +12 Wil / +9 Cun / +10 Con Changes resistances: +6% acid / +29% light / +6% fire / +15% nature / +30% darkness Changes damage: +6% acid / +3% lightning Talent masteries: +0.33 Spell / Staff combat +0.33 Wild-gift / Antimagic Physical save: +24 (+5 eff.) Spell save: +25 (+9 eff.) Mental save: +38 (+8 eff.) Blindness immunity: +50% Confusion immunity: +25% Life regen: +5.40 Stamina each turn: +0.90 Mindpower: +15 (+3 eff.) Movement speed: +10% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +23 (+7 eff.) Armour penetration: +38 Damage when hit (Melee): 16 physical Changes stats: +7 Str / +21 Wil / +12 Con Changes resistances: +30% darkness / +7% arcane / +30% light Critical mult.: +36.00% Physical save: +65 (+13 eff.) Spell save: +21 (+7 eff.) Mental save: +53 (+11 eff.) Blindness immunity: +49% Confusion immunity: +50% Life regen: +7.00 Maximum life: +160.00 Maximum stamina: +15.00 Mindpower: +30 (+5 eff.) Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Armour: +22 Defense: +44 (+14 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +47 Str / +49 Dex / +66 Wil / +15 Con / +20 Lck Changes resistances: +9% lightning / +16% physical / +6% nature / +6% cold Changes resistances cap: +13% all Talent mastery: +0.39 Cursed / Predator Physical save: +74 (+15 eff.) Mental save: +73 (+14 eff.) Blindness immunity: +115% Poison immunity: +10% Confusion immunity: +117% Life regen: +2.90 Stamina each turn: +1.20 Psi when hit: +0.24 Maximum life: +80.00 Maximum hate: +6.00 Mindpower: +75 (+12 eff.) Infravision radius: +27 Sight radius: +6 See invisible: +41 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +29 (+9 eff.) Armour penetration: +18 Defense: +13 (+4 eff.) Effects on melee hit: * 28 arcane resource burn * 42% chance to daze at end of turn Damage when hit (Melee): 4 fire Changes stats: +20 Str / +10 Dex / +28 Wil / +19 Lck Changes resistances: +6% acid / +15% physical / +5% arcane / +6% temporal Changes resistances penetration: +15% acid / +10% fire Critical mult.: +19.00% Mental save: +45 (+9 eff.) Blindness immunity: +40% Confusion immunity: +70% Stamina each turn: +1.10 Mindpower: +43 (+7 eff.) Infravision radius: +7 Sight radius: +2 See invisible: +13 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +1.0% Armour: +2 Effects on melee hit: * Slows global speed by 42% Changes stats: +10 Str / +19 Dex / +22 Wil / +5 Con Changes resistances: +39% lightning / +30% light / +30% darkness Talent masteries: +0.40 Cursed / Cursed form +0.40 Technique / Combat training Physical save: +20 (+4 eff.) Spell save: +26 (+9 eff.) Mental save: +27 (+5 eff.) Blindness immunity: +79% Confusion immunity: +43% Stun/Freeze immunity: +50% Life regen: +1.70 Maximum life: +80.00 Maximum hate: +6.00 Mindpower: +29 (+5 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +23 Physical crit. chance: +1.0% Physical power: +18 (+3 eff.) Armour: +17 Defense: +30 (+10 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -9% Damage when hit (Melee): 8 acid Changes stats: +2 Str / +34 Wil / +38 Con Changes resistances: +54% light / +57% darkness / +30% fire / +10% arcane / +24% cold Changes resistances cap: +14% all Changes damage: +6% acid / +18% physical Grants telepathy: Humanoid/Orc Talent mastery: +0.40 Wild-gift / Mindstar mastery Critical mult.: +19.00% Physical save: +136 (+25 eff.) Spell save: +46 (+14 eff.) Mental save: +106 (+20 eff.) Blindness immunity: +174% Confusion immunity: +100% Life regen: +10.40 Maximum life: +156.00 Mindpower: +58 (+10 eff.) Infravision radius: +19 Sight radius: +4 See invisible: +30 Combat speed: +20% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +18 Armour: +2 Fatigue: -9% Changes stats: +10 Str / +26 Dex / +16 Wil / +8 Cun / +9 Con Changes resistances: +30% lightning / +6% blight / +3% darkness / +3% acid Critical mult.: +16.00% Spell save: +10 (+4 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +35% Confusion immunity: +23% Stun/Freeze immunity: +49% Life regen: +4.30 Stamina each turn: +0.40 Only die when reaching: -60.00 life Mindpower: +15 (+3 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 28 arcane resource burn Changes stats: +2 Dex / +12 Wil / +6 Con Changes resistances: +30% lightning / +30% physical Changes damage: +10% physical Grants telepathy: Dragon Physical save: +61 (+12 eff.) Spell save: +25 (+9 eff.) Mental save: +54 (+11 eff.) Blindness immunity: +40% Confusion immunity: +50% Stun/Freeze immunity: +33% Life regen: +2.00 Stamina each turn: +2.30 Maximum life: +68.00 Maximum stamina: +10.00 Maximum psi: +20.00 Mindpower: +36 (+6 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +15 Combat speed: +10% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +54 (+15 eff.) Armour penetration: +20 Physical power: +10 (+2 eff.) Defense: +42 (+13 eff.) Fatigue: -38% Changes stats: +30 Str / +59 Dex / +20 Wil / +49 Cun / +56 Con / +58 Lck Changes resistances: +9% lightning / +30% temporal / +15% light / +12% fire / +6% nature / +10% arcane / +6% cold / +30% mind / +22% darkness Changes resistances penetration: +20% nature / +20% mind Changes damage: +8% physical Talent masteries: +0.40 Wild-gift / Harmony +0.40 Cursed / Strife Critical mult.: +27.00% Physical save: +65 (+13 eff.) Spell save: +25 (+9 eff.) Mental save: +39 (+8 eff.) Blindness immunity: +153% Confusion immunity: +50% Pinning immunity: +40% Knockback immunity: +50% Life regen: +11.40 Stamina each turn: +5.50 Maximum life: +145.00 Mental crit. chance: +3% Infravision radius: +24 Sight radius: +6 See invisible: +43 Movement speed: +40% Combat speed: +10% Heals friendly targets nearby when you use a nature summon: +30 Reduce all damage from unseen attackers: 53% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +20 Armour: +20 Defense: +35 (+11 eff.) Changes stats: +9 Str / +10 Dex / +9 Wil Changes resistances: +6% lightning / +39% temporal / +5% arcane / +15% physical Changes resistances cap: +20% all Talent masteries: +0.36 Wild-gift / Mindstar mastery +0.36 Cursed / Endless hunt Critical mult.: +35.00% Physical save: +64 (+13 eff.) Cut immunity: +80% Pinning immunity: +47% Knockback immunity: +35% Stamina each turn: +1.20 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Infravision radius: +2 Healing mod.: +28% Heals friendly targets nearby when you use a nature summon: +60 It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 391 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +6 Changes stats: +10 Cun / +10 Dex Changes resistances: +3% lightning / +6% temporal / +12% acid Changes damage: +9% physical Talent masteries: +0.33 Cursed / Gloom +0.33 Cursed / Predator Confusion immunity: +20% Stun/Freeze immunity: +10% Combat speed: +10% Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Fatigue: -37% Effects on melee hit: * 28 arcane resource burn Damage when hit (Melee): 8 mind Changes stats: +9 Str / +46 Dex / +10 Wil / +46 Cun / +40 Con Changes resistances: +30% lightning / +30% fire / +3% physical / +36% cold Blindness immunity: +22% Stun/Freeze immunity: +40% Knockback immunity: +10% Life regen: +6.00 Stamina each turn: +5.60 Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +40% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +3.0% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: -20% Damage when hit (Melee): 12 acid Changes stats: +10 Str / +32 Dex / +9 Wil / +18 Cun / +24 Con Changes resistances: +60% lightning / +23% cold / +9% temporal / +30% fire Physical save: +20 (+4 eff.) Blindness immunity: +74% Stun/Freeze immunity: +98% Life regen: +4.70 Stamina each turn: +3.00 Maximum life: +80.00 Infravision radius: +18 Sight radius: +4 See invisible: +23 Movement speed: +20% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +10 Str / +10 Dex / +10 Wil Changes resistances: +6% acid / +9% blight / +12% fire / +30% mind / +3% cold Talent mastery: +0.40 Technique / Combat training Physical save: +25 (+5 eff.) Spell save: +48 (+14 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +50% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +10 Defense: +12 (+4 eff.) Fatigue: -8% Effects on melee hit: * 20 arcane resource burn Changes stats: +10 Dex / +10 Cun / +15 Con Changes resistances: +9% acid / +14% physical / +36% light / +33% cold / +30% fire / +30% darkness Changes resistances cap: +7% all Grants telepathy: Dragon Talent masteries: +0.39 Steamtech / Physics +0.39 Steamtech / Chemistry Physical save: +43 (+8 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +52% Cut immunity: +160% Stun/Freeze immunity: +10% Life regen: +3.60 Stamina each turn: +2.50 Maximum life: +77.00 Movement speed: +10% Healing mod.: +59% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 608 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Armour: +4 Defense: +20 (+6 eff.) Fatigue: -27% Effects on melee hit: * 28 arcane resource burn Changes stats: +16 Str / +40 Dex / +31 Wil / +18 Cun / +20 Con / +20 Lck Changes resistances: +7% arcane / +14% physical Changes resistances penetration: +10% darkness Mental save: +27 (+5 eff.) Blindness immunity: +15% Confusion immunity: +42% Pinning immunity: +30% Life regen: +6.90 Stamina each turn: +3.60 Mindpower: +23 (+4 eff.) Movement speed: +20% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +66 (+18 eff.) Armour penetration: +39 Physical power: +10 (+2 eff.) Armour: +8 Defense: +63 (+19 eff.) Fatigue: -30% Damage when hit (Melee): 20 nature Changes stats: +10 Str / +40 Dex / +20 Wil / +37 Cun / +45 Con / +44 Lck Changes resistances: +12% acid / +6% temporal / +15% light / +6% blight / +69% fire / +60% mind / +72% cold Changes resistances cap: +7% all Changes damage: +6% lightning / +10% physical / +3% nature Talent masteries: +0.40 Cursed / Gloom +0.40 Cursed / Predator Critical mult.: +40.00% Physical save: +47 (+9 eff.) Mental save: +30 (+6 eff.) Blindness immunity: +74% Confusion immunity: +148% Life regen: +5.70 Stamina each turn: +3.80 Maximum life: +77.00 Mindpower: +30 (+5 eff.) Infravision radius: +20 Sight radius: +4 See invisible: +30 Movement speed: +30% Combat speed: +10% Reduce all damage from unseen attackers: 60% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +28 (+8 eff.) Physical power: +14 (+2 eff.) Armour: +4 Effects on melee hit: * 40% chance to cause random gloom Damage (Melee): 49 bleed Effects on ranged hit: * 36% chance to cause random gloom Damage (Ranged): 50 bleed Changes stats: +10 Str / +16 Dex / +1 Mag / +8 Wil / +45 Cun / +11 Con Changes resistances: +30% acid / +3% darkness Changes damage: +15% acid Grants telepathy: Dragon Mental save: +13 (+3 eff.) Silence immunity: +15% Confusion immunity: +50% Teleport immunity: +10% Life regen: +1.60 Hate when firing a critical mind attack: +5.00 Maximum life: +95.00 Maximum hate: +27.00 Mindpower: +12 (+2 eff.) Light radius: +2 Healing mod.: +30% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Effects on melee hit: * 20% chance to cause random gloom * Slows global speed by 30% * 35% chance to corrode armour by 30% Damage (Melee): 25 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +10 Str / +9 Cun / +16 Con Changes resistances: +12% acid / +3% light Changes damage: +3% acid Spell save: +20 (+7 eff.) Disarm immunity: +50% Pinning immunity: +45% Knockback immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum life: +45.00 Maximum stamina: +34.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +46 (+13 eff.) Armour penetration: +34 Physical power: +15 (+2 eff.) Armour: +4 Defense: +26 (+8 eff.) Changes stats: +9 Str / +10 Dex / +4 Cun / +20 Con Changes resistances: +41% acid / +3% light / +50% lightning Changes resistances penetration: +10% acid / +5% mind Changes damage: +16% acid / +19% lightning Physical save: +20 (+4 eff.) Life regen: +4.00 Only die when reaching: -20.00 life Maximum life: +200.00 Healing mod.: +60% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+9 eff.) Physical power: +15 (+2 eff.) Fatigue: -10% Damage when hit (Melee): 8 lightning Changes stats: +12 Str / +23 Dex / +9 Cun / +11 Con Changes resistances: +11% blight / +40% fire / +15% nature Changes damage: +20% fire Grants telepathy: Humanoid/Orc Maximum encumbrance: +37 Poison immunity: +27% Disease immunity: +30% Cut immunity: +5% Disarm immunity: +25% Life regen: +5.30 Equilibrium when hit: +0.08 Maximum life: +273.00 Healing mod.: +81% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 54.58 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 29 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +42 (+12 eff.) Armour penetration: +27 Physical power: +13 (+2 eff.) Armour: +20 Defense: +49 (+15 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 4 mind Changes stats: +20 Str / +8 Wil / +12 Cun / +9 Con Changes resistances: +3% lightning / +7% arcane / +6% darkness / +9% nature Changes resistances penetration: +5% nature Changes damage: +6% mind / +6% acid Life regen: +3.50 Hate when firing a critical mind attack: +3.00 Maximum life: +182.00 Maximum hate: +15.00 Mindpower: +15 (+3 eff.) Movement speed: +24% Healing mod.: +60% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 68 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +33 (+10 eff.) Armour penetration: +32 Defense: +34 (+11 eff.) Effects on melee hit: * Slows global speed by 42% * 30% chance to daze at end of turn Damage when hit (Melee): 8 fire Changes stats: +16 Cun / +15 Wil Changes resistances: +20% physical / +14% blight / +18% temporal / +5% arcane / +58% nature Changes damage: +3% acid / +20% physical / +19% nature / +3% lightning Spell save: +6 (+2 eff.) Mental save: +14 (+3 eff.) Poison immunity: +30% Disease immunity: +30% Confusion immunity: +45% Stun/Freeze immunity: +49% Life regen: +3.30 Mindpower: +28 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +45 (+7 eff.) Effects on melee hit: * 20 arcane resource burn * 20% chance to cause random gloom Damage (Melee): 24 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +20 Str / +10 Dex / +20 Cun / +30 Con Changes resistances: +34% acid / +3% cold / +12% temporal Changes resistances penetration: +10% nature / +20% light Changes damage: +17% acid / +6% lightning / +8% all Spell save: +59 (+17 eff.) Life regen: +1.10 Hate when firing a critical mind attack: +3.00 Maximum life: +100.00 Maximum stamina: +80.00 Maximum hate: +14.00 Spellpower: +20 (+5 eff.) Mindpower: +19 (+3 eff.) Healing mod.: +28% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +65 (+18 eff.) Armour penetration: +17 Physical power: +13 (+2 eff.) Defense: +31 (+10 eff.) Changes stats: +20 Dex / +10 Wil / +21 Cun Changes resistances: +15% lightning / +20% mind / +6% nature Changes damage: +20% mind / +8% all Critical mult.: +10.00% Mental save: +9 (+2 eff.) Disarm immunity: +46% Pinning immunity: +49% Knockback immunity: +47% Life regen: +1.50 Maximum life: +144.00 Spellpower: +20 (+5 eff.) Mindpower: +28 (+5 eff.) Movement speed: +21% Healing mod.: +24% Heals friendly targets nearby when you use a nature summon: +20 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +37 (+11 eff.) Armour penetration: +17 Physical power: +15 (+2 eff.) Armour: +20 Defense: +17 (+5 eff.) Changes stats: +20 Str / +10 Dex / +16 Con Changes resistances: +6% cold / +9% darkness / +9% temporal Physical save: +18 (+3 eff.) Spell save: +37 (+12 eff.) Mental save: +60 (+12 eff.) Silence immunity: +15% Disarm immunity: +10% Life regen: +5.40 Maximum life: +300.00 Maximum stamina: +40.00 Mental crit. chance: +2% Healing mod.: +84% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +15 Armour: +20 Defense: +17 (+5 eff.) Effects on melee hit: * 28 arcane resource burn * 20% chance to cause random gloom Damage (Melee): 24 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +11 Str / +18 Wil / +26 Cun Changes resistances: +9% temporal / +6% darkness / +29% blight / +3% cold / +40% nature Mental save: +15 (+3 eff.) Poison immunity: +60% Disease immunity: +55% Confusion immunity: +49% Stun/Freeze immunity: +48% Life regen: +3.90 Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Mindpower: +29 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +50 (+14 eff.) Physical power: +14 (+2 eff.) Fatigue: -8% Changes stats: +26 Dex / +5 Mag / +23 Cun Changes resistances: +21% blight / +12% temporal / +54% nature Changes damage: +9% fire / +20% nature / +8% all Spell save: +6 (+2 eff.) Poison immunity: +30% Disease immunity: +30% Life regen: +5.80 Maximum life: +295.00 Spellpower: +17 (+4 eff.) Mindpower: +20 (+3 eff.) Healing mod.: +77% Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +16 Armour: +44 Defense: +23 (+7 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -10% Effects on melee hit: * 28 arcane resource burn * 20% chance to cause random gloom Damage (Melee): 23 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 18 bleed Changes stats: +9 Cun / +18 Str Changes resistances: +72% nature Changes damage: +36% nature / +9% lightning Maximum encumbrance: +40 Physical save: +18 (+3 eff.) Spell save: +18 (+6 eff.) Mental save: +13 (+3 eff.) Life regen: +1.90 Hate when firing a critical mind attack: +3.00 Only die when reaching: -40.00 life Maximum life: +89.00 Maximum hate: +15.00 Healing mod.: +54% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +37 (+11 eff.) Armour penetration: +17 Physical power: +34 (+6 eff.) Armour: +2 Defense: +36 (+12 eff.) Damage when hit (Melee): 8 mind Changes stats: +14 Str / +14 Dex / +20 Cun / +15 Con Changes resistances: +2% physical / +40% fire / +7% arcane / +36% nature Changes damage: +20% fire / +18% nature / +8% all Spell save: +20 (+7 eff.) Life regen: +1.70 Maximum life: +100.00 Maximum stamina: +38.00 Spellpower: +20 (+5 eff.) Mindpower: +17 (+3 eff.) Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-6 eff.) Spell save: -30 (-10 eff.) Mental save: -30 (-6 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Physical power: +20 (+3 eff.) Defense: +20 (+6 eff.) Effects on melee hit: * 28 arcane resource burn * Slows global speed by 42% Damage when hit (Melee): 4 acid Changes stats: +10 Dex / +8 Wil / +28 Cun Changes resistances: +30% blight / +30% nature / +43% lightning Changes resistances penetration: +20% mind Changes damage: +20% lightning / +9% acid / +7% all Spell save: +6 (+2 eff.) Mental save: +15 (+3 eff.) Poison immunity: +54% Disease immunity: +58% Confusion immunity: +35% Life regen: +2.00 Maximum life: +100.00 Spellpower: +20 (+5 eff.) Mindpower: +33 (+6 eff.) Healing mod.: +26% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +17 Physical power: +22 (+4 eff.) Defense: +17 (+5 eff.) Changes stats: +6 Con Changes resistances: +37% lightning / +9% temporal / +3% light / +40% fire / +55% nature / +38% acid / +22% blight / +3% cold / +3% darkness Changes damage: +19% acid / +17% lightning / +20% fire / +20% nature / +8% all Spell save: +18 (+6 eff.) Blindness immunity: +10% Poison immunity: +30% Disease immunity: +30% Life regen: +2.20 Maximum life: +100.00 Maximum stamina: +32.00 Spellpower: +20 (+5 eff.) Mindpower: +20 (+3 eff.) Healing mod.: +29% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +1 Dex / +10 Wil / +7 Cun Changes resistances: +40% acid / +52% fire / +13% nature / +15% blight Changes damage: +20% acid / +20% fire Critical mult.: +20.00% Physical save: +18 (+3 eff.) Spell save: +18 (+6 eff.) Mental save: +32 (+6 eff.) Poison immunity: +28% Disease immunity: +24% Disarm immunity: +90% Confusion immunity: +49% Pinning immunity: +100% Knockback immunity: +85% Life regen: +2.00 Psi when hit: +0.20 Hate when firing a critical mind attack: +2.00 Maximum life: +189.00 Maximum psi: +20.00 Mindpower: +18 (+3 eff.) Healing mod.: +30% Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +29 (+5 eff.) Damage when hit (Melee): 24 physical Changes stats: +22 Str / +13 Wil / +16 Cun / +20 Con Changes resistances: +38% fire / +7% arcane / +19% physical Changes damage: +19% fire / +19% physical Stun/Freeze immunity: +46% Life regen: +8.30 Maximum life: +187.00 Mindpower: +29 (+5 eff.) Mental crit. chance: +3% Healing mod.: +53% Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to cause random gloom * 28 arcane resource burn * 30% chance to corrode armour by 30% Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 22 bleed Changes stats: +7 Wil / +18 Cun / +16 Con Changes resistances: +9% darkness / +6% light / +6% blight / +3% cold / +5% arcane / +46% nature Changes damage: +20% nature / +6% lightning Maximum encumbrance: +40 Spell save: +54 (+16 eff.) Stun/Freeze immunity: +50% Life regen: +5.80 Hate when firing a critical mind attack: +3.00 Maximum life: +100.00 Maximum stamina: +112.00 Maximum hate: +10.00 Mindpower: +12 (+2 eff.) Healing mod.: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +17 Physical power: +35 (+6 eff.) Defense: +23 (+7 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -10% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 acid Changes stats: +10 Str / +10 Con Changes resistances: +85% acid / +18% blight / +28% fire / +15% nature / +38% lightning Changes damage: +44% acid / +9% physical / +14% fire / +19% lightning / +8% all Critical mult.: +6.00% Maximum encumbrance: +39 Poison immunity: +20% Disease immunity: +30% Life regen: +0.60 Stamina each turn: +0.40 Spellpower: +17 (+4 eff.) Mindpower: +19 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+9 eff.) Armour penetration: +34 Physical power: +15 (+2 eff.) Armour: +20 Defense: +46 (+14 eff.) Ranged Defense: +12 (+4 eff.) Changes stats: +20 Str / +4 Dex / +8 Wil / +7 Cun / +10 Con Changes resistances: +78% nature / +6% temporal Changes damage: +39% nature / +6% physical Reduces incoming crit damage: 10.00% Disease immunity: +10% Stun/Freeze immunity: +46% Knockback immunity: +5% Life regen: +7.00 Maximum life: +94.00 Mindpower: +15 (+3 eff.) Healing mod.: +26% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +45 (+13 eff.) Physical power: +15 (+2 eff.) Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 8 mind / 12 lightning Changes stats: +10 Str / +29 Dex / +38 Cun / +20 Con Changes resistances: +43% cold / +26% mind / +12% light Changes resistances penetration: +20% fire Changes damage: +6% lightning / +20% cold / +20% mind Spell save: +38 (+12 eff.) Hate when firing a critical mind attack: +3.00 Maximum stamina: +76.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 32 power out of 35/35) : Effective talent level: 3.0 Power cost: 32 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 477.42 fire damage, and flames will be left dealing a further 112.04 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. This item has been sent to the Item's Vault. |
![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 40% Wil, 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 5.95 acid and 4.98 blight damage. If not cleared after five turns it will inflict 28.25 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 40% Wil, 35% Dex, 30% Cun, 35% Str Damage type: Physical 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 23 power out of 40/40) : Effective talent level: 3.0 Power cost: 23 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 71.99 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. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 40% Wil, 55% Dex, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 55% Dex, 35% Str Damage type: Physical 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 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical 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. |
![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 40% Wil, 45% Str, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() Requires: - Willpower 25 - Strength 25 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 110% Wil, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% On weapon hit: * 14% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +17 mind / +12 physical When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+2 eff.) Changes stats: +2 Cun / +3 Wil Changes damage: +12% blight / +10% physical / +10% mind Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Disarm immunity: +28% Psi each turn: +0.10 Mindpower: +25 (+4 eff.) Mental crit. chance: +5% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 40% Wil, 10% 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 9 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. |
![]() Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+6 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 17 power out of 18/18) : Effective talent level: 3.0 Power cost: 17 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 155% weapon damage. If you failed to move the damage is instead 78%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +35 mind When wielded/worn: Accuracy: +104 (+27 eff.) Armour penetration: +39 Physical crit. chance: +42.0% Defense: +38 (+12 eff.) Changes stats: +24 Str / +11 Wil / +10 Cun Changes resistances: +3% darkness / +6% temporal Changes resistances penetration: +5% fire / +19% physical / +21% darkness / +21% mind Changes damage: +6% fire / +42% physical Critical mult.: +33.00% Disarm immunity: +132% Stamina when hit: +8.00 Psi when hit: +0.04 Maximum psi: +30.00 Heals friendly targets nearby when you use a nature summon: +30 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 25% chance to put talents on cooldown Damage (Melee): +56 temporal / +23 darkness / +56 nature Burst (radius 2) on crit: +8 nature Damage against: +28% Living When wielded/worn: Accuracy: +42 (+12 eff.) Armour penetration: +38 Physical crit. chance: +21.0% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +20 Str Changes resistances: +6% acid / +3% temporal / +9% nature / +6% mind / +5% arcane / +12% all Changes resistances penetration: +21% nature / +21% physical Changes damage: +3% mind / +61% physical Critical mult.: +28.00% Stamina when hit: +6.00 Light radius: +1 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 56% * 42% chance to cause random gloom On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage Shield penetration (this weapon only): +20% Damage (Melee): +26 temporal / +19 nature / +35 mind Burst (radius 2) on crit: +35 ice When wielded/worn: Accuracy: +63 (+17 eff.) Armour penetration: +63 Physical crit. chance: +41.0% Physical power: +17 (+3 eff.) Armour: +21 Defense: +38 (+12 eff.) Changes stats: +4 Dex / +10 Wil / +9 Cun Changes resistances penetration: +20% lightning / +19% cold / +39% physical Changes damage: +33% physical Critical mult.: +26.00% Spell save: +6 (+2 eff.) Disarm immunity: +140% Maximum life: +10.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 20% chance to blind * 25% chance to put talents on cooldown * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +72 insidious poison / +23 darkness Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +8 mind Damage against: +28% Living When wielded/worn: Accuracy: +42 (+12 eff.) Armour penetration: +20 Physical crit. chance: +42.0% Defense: +21 (+7 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Dex Changes resistances: +3% lightning Changes resistances penetration: +19% physical / +21% mind / +44% darkness Changes damage: +6% nature / +19% physical Disarm immunity: +64% Light radius: +1 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 99.5 - 159.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 143% On weapon hit: * 42% chance to daze at end of turn * 38% chance to corrode armour by 30% * 30 arcane resource burn * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +84 insidious poison / +28 temporal / +40 nature Burst (radius 2) on crit: +42 ice / +28 fire / +12 nature When wielded/worn: Accuracy: +159 (+38 eff.) Armour penetration: +76 Physical crit. chance: +41.0% Physical power: +49 (+8 eff.) Armour: +21 Defense: +48 (+15 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +6 Str / +36 Dex / +6 Mag / +6 Wil / +6 Cun / +15 Con Changes resistances: +6% cold / +15% mind / +13% all Changes resistances penetration: +21% acid / +98% physical / +21% darkness / +21% fire / +21% nature / +21% cold / +20% mind / +20% lightning Changes damage: +6% fire / +21% physical Critical mult.: +6.00% Poison immunity: +10% Disarm immunity: +189% Knockback immunity: +10% Teleport immunity: +15% Life regen: +4.00 Global speed: +7% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 84.5 - 135.2 Uses stats: 40% Wil, 120% Str Damage type: Fire 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: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +27 nature / +24 temporal Burst (radius 2) on crit: +28 fire When wielded/worn: Accuracy: +42 (+12 eff.) Armour penetration: +20 Physical crit. chance: +59.0% Physical power: +21 (+3 eff.) Changes stats: +17 Str / +4 Wil Changes resistances penetration: +21% fire / +21% physical Changes damage: +63% physical Reduces incoming crit damage: 20.00% Physical save: +15 (+3 eff.) Mental save: +20 (+4 eff.) Blindness immunity: +15% Cut immunity: +15% Knockback immunity: +10% Teleport immunity: +20% Stamina when hit: +7.00 Global speed: +8% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 148.0 - 236.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 47% chance to daze at end of turn * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * cripple the target * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +4 light Burst (radius 2) on crit: +42 ice / +28 fire / +16 light When wielded/worn: Accuracy: +41 (+12 eff.) Armour penetration: +104 Physical crit. chance: +121.0% Physical power: +57 (+9 eff.) Armour: +21 Defense: +21 (+7 eff.) Effects on melee hit: * 45% chance to corrode armour by 30% Changes stats: +6 Str / +13 Dex / +6 Mag / +6 Wil / +6 Cun / +25 Con Changes resistances: +12% blight / +28% all Changes resistances penetration: +21% lightning / +81% physical / +21% cold / +42% nature / +16% fire Changes damage: +37% physical Critical mult.: +84.00% Mental save: +6 (+1 eff.) Disease immunity: +15% Disarm immunity: +150% Confusion immunity: +5% Stun/Freeze immunity: +10% Teleport immunity: +15% Global speed: +8% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 80.0 - 128.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 98% chance to corrode armour by 30% On weapon crit: * cripple the target Burst (radius 2) on crit: +42 ice When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +41 Physical crit. chance: +61.0% Armour: +20 Effects on melee hit: * 42% chance to daze at end of turn Changes stats: +10 Dex / +3 Wil Changes resistances: +6% darkness / +5% arcane / +9% nature Changes resistances penetration: +36% acid / +21% cold / +21% physical Changes damage: +9% nature / +21% physical Critical mult.: +27.00% Mental save: +3 (+1 eff.) Life regen: +7.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.0 - 131.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 49% chance to corrode armour by 30% * 47% chance to cause random gloom * 41% chance to daze at end of turn * Projects up to 15 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 15 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 15 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +106 insidious poison / +12 darkness / +16 nature / +28 mind When wielded/worn: Accuracy: +63 (+17 eff.) Armour penetration: +145 Physical crit. chance: +61.0% Physical power: +75 (+12 eff.) Changes stats: +6 Str / +15 Dex / +6 Mag / +15 Wil / +16 Cun / +26 Con Changes resistances: +9% temporal / +3% darkness / +9% all Changes resistances penetration: +21% acid / +197% physical / +21% darkness / +21% nature / +20% mind / +21% lightning Changes damage: +9% nature / +101% physical Spell save: +29 (+10 eff.) Disarm immunity: +94% Life regen: +3.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 118.5 - 189.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * Slows global speed by 56% * 49% chance to corrode armour by 30% On weapon crit: * cripple the target Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +55 fire When wielded/worn: Accuracy: +21 (+7 eff.) Physical crit. chance: +41.0% Changes stats: +9 Dex / +3 Wil Changes resistances: +6% blight / +6% temporal / +6% fire Changes resistances penetration: +21% acid / +40% fire Life regen: +4.00 Light radius: +2 Infravision radius: +3 Global speed: +14% Massive two-handed swords. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.0 - 129.6 Uses stats: 40% Wil, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +8 lightning When wielded/worn: Accuracy: +74 (+20 eff.) Armour penetration: +63 Physical crit. chance: +42.0% Defense: +52 (+16 eff.) Damage when hit (Melee): 8 acid Changes resistances penetration: +41% physical Changes damage: +3% mind / +21% physical Grants telepathy: Dragon Critical mult.: +38.00% Spell save: +9 (+3 eff.) Disarm immunity: +207% Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 80.5 - 128.8 Uses stats: 40% Wil, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +26 temporal / +25 nature / +35 mind Burst (radius 1) on hit: +8 nature / +8 light Burst (radius 2) on crit: +4 fire When wielded/worn: Armour penetration: +34 Physical crit. chance: +97.0% Physical power: +42 (+7 eff.) Damage when hit (Melee): 4 light Changes stats: +10 Cun / +10 Wil Changes resistances: +3% darkness / +9% nature Changes resistances penetration: +10% fire Changes damage: +6% nature / +3% fire Critical mult.: +54.00% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.0 - 132.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 40% chance to blind * Slows global speed by 40% * 20% chance to torment the target Damage Shield penetration (this weapon only): +40% Damage (Melee): +24 temporal / +28 nature When wielded/worn: Accuracy: +42 (+12 eff.) Armour penetration: +63 Physical crit. chance: +21.0% Physical power: +42 (+7 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +10 Dex / +20 Con Changes resistances: +3% blight / +3% cold Changes resistances penetration: +84% physical / +14% mind / +19% darkness Changes damage: +3% light / +20% physical Critical mult.: +28.00% Physical save: +10 (+2 eff.) Disarm immunity: +85% Stamina each turn: +0.40 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 80.0 - 128.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 30 arcane resource burn * 20% chance to daze at end of turn * 68% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +12 darkness / +23 temporal / +21 nature / +35 mind Burst (radius 2) on crit: +23 fire When wielded/worn: Armour penetration: +21 Physical crit. chance: +59.0% Physical power: +21 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +10 Wil / +9 Cun / +10 Con Changes resistances: +3% lightning / +3% cold / +9% light Changes resistances penetration: +21% fire / +37% physical Changes damage: +12% physical Disarm immunity: +49% Global speed: +8% Massive two-handed swords. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 40% Wil, 10% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 102.5 - 164.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +84 insidious poison / +8 darkness When wielded/worn: Armour penetration: +35 Physical crit. chance: +41.0% Physical power: +21 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +10 Con Changes resistances: +12% mind / +6% darkness Changes resistances penetration: +5% mind / +63% physical Changes damage: +3% acid / +42% physical / +18% mind Disarm immunity: +49% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 138.5 - 221.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 98% chance to daze at end of turn * Slows global speed by 40% * Projects up to 15 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * Projects up to 15 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 15 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage Shield penetration (this weapon only): +50% Damage (Melee): +63 insidious poison / +27 temporal / +28 nature When wielded/worn: Accuracy: +120 (+30 eff.) Armour penetration: +103 Physical crit. chance: +41.0% Physical power: +41 (+7 eff.) Defense: +21 (+7 eff.) Effects on melee hit: * 40 arcane resource burn * Slows global speed by 45% Changes stats: +20 Str / +11 Dex / +11 Mag / +12 Wil / +12 Cun / +22 Con Changes resistances: +2% physical / +15% cold / +27% all Changes resistances penetration: +42% lightning / +134% physical / +21% darkness / +40% nature / +10% mind Changes damage: +54% physical Disarm immunity: +119% Stamina when hit: +4.00 Maximum stamina: +10.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +28 temporal / +35 nature / +16 fire Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +57 (+16 eff.) Armour penetration: +56 Physical crit. chance: +42.0% Physical power: +20 (+3 eff.) Defense: +20 (+6 eff.) Changes resistances: +15% blight / +3% temporal / +3% cold Changes resistances penetration: +42% physical / +16% mind / +20% darkness Changes damage: +6% fire Critical mult.: +28.00% Disarm immunity: +70% Maximum psi: +20.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 102.0 - 163.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +11.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +16 physical Burst (radius 2) on crit: +42 ice / +28 fire When wielded/worn: Accuracy: +21 (+7 eff.) Physical crit. chance: +41.0% Physical power: +42 (+7 eff.) Armour: +20 Defense: +21 (+7 eff.) Damage when hit (Melee): 12 mind Changes stats: +10 Con Changes resistances penetration: +31% physical / +21% darkness / +20% fire / +21% mind / +21% cold Disarm immunity: +119% Psi when hit: +0.16 Maximum psi: +20.00 Global speed: +8% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.5 - 130.4 Uses stats: 40% Wil, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 56% chance to blind * 20 arcane resource burn * 49% chance to corrode armour by 30% * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +8 light When wielded/worn: Accuracy: +40 (+11 eff.) Armour penetration: +116 Physical crit. chance: +33.0% Changes stats: +2 Cun Changes resistances: +3% blight Changes resistances penetration: +21% acid / +84% physical Changes damage: +36% physical Grants telepathy: Dragon Demon/Major Demon/Minor Critical mult.: +56.00% Life regen: +2.00 Maximum psi: +10.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stats: 40% Wil, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 49% chance to corrode armour by 30% * 49% chance to cause random gloom * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +84 insidious poison / +84 darkness / +34 mind / +32 light Burst (radius 2) on crit: +42 ice Damage against: +66% Living When wielded/worn: Accuracy: +81 (+22 eff.) Armour penetration: +82 Physical crit. chance: +140.0% Physical power: +83 (+14 eff.) Armour: +21 Effects on melee hit: * 20 arcane resource burn * 15% chance to inflict 15% damage reduction Changes stats: +2 Str / +20 Dex / +10 Wil / +10 Cun / +10 Con Changes resistances: +6% blight / +6% light / +10% arcane Changes resistances penetration: +21% acid / +21% cold / +80% physical Changes damage: +9% light / +20% physical Critical mult.: +27.00% Disarm immunity: +49% Life regen: +4.00 Infravision radius: +4 See invisible: +9 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn * 45% chance to cause random gloom * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +30 mind / +26 darkness Damage against: +28% Living When wielded/worn: Armour penetration: +19 Physical crit. chance: +19.0% Damage when hit (Melee): 16 darkness Changes stats: +6 Str / +6 Dex / +6 Mag / +16 Wil / +16 Cun / +6 Con Changes resistances: +7% arcane / +10% all Changes resistances penetration: +19% lightning / +20% physical / +21% darkness / +10% fire / +19% nature / +21% mind Changes damage: +15% darkness / +21% physical Spell save: +30 (+10 eff.) Mental save: +20 (+4 eff.) Equilibrium when hit: +0.08 Maximum psi: +20.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 120.5 - 192.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 84% chance to daze at end of turn * 40% chance to cause random gloom * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +82 insidious poison / +28 darkness / +56 temporal / +33 mind / +52 nature Burst (radius 2) on crit: +40 ice / +28 fire Damage against: +28% Living When wielded/worn: Accuracy: +125 (+31 eff.) Armour penetration: +20 Physical crit. chance: +62.0% Physical power: +38 (+6 eff.) Armour: +29 Effects on melee hit: * Slows global speed by 30% Changes stats: +36 Str / +24 Dex / +6 Mag / +15 Wil / +14 Cun / +6 Con Changes resistances: +3% fire / +10% arcane / +3% physical Changes resistances penetration: +21% lightning / +21% physical / +21% darkness / +21% fire / +21% mind / +19% cold Changes damage: +61% physical Physical save: +6 (+1 eff.) Blindness immunity: +10% Poison immunity: +5% Disarm immunity: +5% Stamina when hit: +8.00 Global speed: +8% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 86.5 - 138.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 41% chance to cause random gloom * 10 arcane resource burn * 40% chance to blind On weapon crit: * cripple the target Damage (Melee): +56 temporal / +35 mind / +47 nature When wielded/worn: Accuracy: +21 (+7 eff.) Armour penetration: +41 Physical crit. chance: +81.0% Changes stats: +10 Str / +10 Wil / +10 Cun Changes resistances: +3% cold / +7% arcane / +9% nature Changes resistances penetration: +5% lightning Changes damage: +20% physical Critical mult.: +52.00% Physical save: +10 (+2 eff.) Stun/Freeze immunity: +10% Stamina when hit: +2.00 Only die when reaching: -40.00 life Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 100.0 - 160.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +4 acid / +28 temporal / +21 nature / +12 fire Burst (radius 2) on crit: +28 fire When wielded/worn: Accuracy: +41 (+12 eff.) Armour penetration: +42 Physical crit. chance: +40.0% Defense: +21 (+7 eff.) Fatigue: -12% Effects on melee hit: * 10 arcane resource burn * 42% chance to corrode armour by 30% Damage when hit (Melee): 4 nature Changes stats: +10 Dex Changes resistances penetration: +10% nature / +21% fire Critical mult.: +56.00% Disarm immunity: +70% Global speed: +7% Massive two-handed swords. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 118.5 - 189.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +42 (+12 eff.) Armour penetration: +21 Physical power: +21 (+3 eff.) Armour: +8 Effects on melee hit: * 20 arcane resource burn * Slows global speed by 42% Changes stats: +9 Str / +10 Con Changes resistances penetration: +35% physical / +36% mind / +42% darkness Changes damage: +21% physical Critical mult.: +9.00% Physical save: +33 (+6 eff.) Spell save: +3 (+1 eff.) Disarm immunity: +49% Stamina when hit: +4.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 97% chance to daze at end of turn * 42% chance to corrode armour by 30% * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +72 insidious poison / +23 darkness / +28 nature / +20 temporal Damage against: +23% Living When wielded/worn: Accuracy: +117 (+29 eff.) Armour penetration: +166 Physical crit. chance: +126.0% Physical power: +45 (+7 eff.) Effects on melee hit: * 30 arcane resource burn Changes stats: +32 Str / +12 Dex / +11 Mag / +15 Wil / +11 Cun / +12 Con Changes resistances: +6% temporal / +3% blight / +12% fire / +6% cold / +2% physical Changes resistances penetration: +38% lightning / +113% physical / +62% darkness / +63% mind / +16% acid Changes damage: +15% mind / +83% physical Critical mult.: +52.00% Spell save: +3 (+1 eff.) Life regen: +4.00 Stamina when hit: +7.00 Massive two-handed swords. |
![]() Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stats: 40% Wil, 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 9 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.0 - 124.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 56% chance to cause random gloom * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +154 insidious poison Burst (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +58 (+16 eff.) Armour penetration: +19 Physical crit. chance: +20.0% Physical power: +20 (+3 eff.) Defense: +21 (+7 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +10 Str / +4 Cun / +9 Con Changes resistances: +6% acid / +6% nature / +3% lightning Changes resistances penetration: +15% mind / +42% physical Changes damage: +21% physical Disarm immunity: +109% Stamina when hit: +4.00 Heals friendly targets nearby when you use a nature summon: +10 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 40% Wil, 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * Slows global speed by 40% * 20% chance to torment the target Damage (Melee): +83 insidious poison Burst (radius 1) on hit: +4 mind Damage against: +0% Undead / +0% Demon / +0% Horror When wielded/worn: Accuracy: +14 (+5 eff.) Damage when hit (Melee): 12 mind Changes stats: +3 Cun / +10 Dex Changes resistances: +6% mind / +3% nature / +14% all Changes resistances penetration: +21% mind / +21% darkness / +21% nature Massive two-handed swords. This item has been sent to the Item's Vault. This object's appearance was changed to Spectral Blade. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +84 insidious poison / +27 temporal / +28 nature When wielded/worn: Accuracy: +40 (+11 eff.) Armour penetration: +40 Physical crit. chance: +19.0% Physical power: +19 (+3 eff.) Damage when hit (Melee): 8 mind / 8 acid Changes stats: +13 Str / +9 Dex / +6 Mag / +6 Wil / +6 Cun / +19 Con Changes resistances: +6% mind / +3% cold Changes resistances penetration: +21% lightning / +61% physical Changes damage: +41% physical Spell save: +30 (+10 eff.) Disarm immunity: +49% Stamina when hit: +4.00 Light radius: +4 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour by 30% * 40% chance to cause random gloom * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +84 insidious poison / +28 nature / +26 temporal When wielded/worn: Accuracy: +42 (+12 eff.) Armour penetration: +63 Physical crit. chance: +21.0% Physical power: +21 (+3 eff.) Defense: +21 (+7 eff.) Changes stats: +1 Cun / +4 Str Changes resistances: +9% blight / +6% temporal / +6% light Changes resistances penetration: +19% acid / +62% physical / +21% mind / +21% darkness Changes damage: +42% physical Disarm immunity: +67% Life regen: +4.00 Hate when firing a critical mind attack: +3.00 Maximum life: +30.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.5 - 133.6 Uses stats: 40% Wil, 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 hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +27 temporal / +19 nature / +12 physical When wielded/worn: Physical crit. chance: +20.0% Physical power: +13 (+2 eff.) Armour: +8 Changes resistances: +3% darkness Critical mult.: +94.00% Physical save: +29 (+6 eff.) Massive two-handed swords. This object's appearance was changed to Borosk's Hate. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.0 - 129.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * Slows global speed by 40% * 20% chance to torment the target * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +192 insidious poison / +28 darkness Damage against: +28% Living When wielded/worn: Accuracy: +157 (+37 eff.) Armour penetration: +81 Physical crit. chance: +75.0% Defense: +40 (+13 eff.) Damage when hit (Melee): 4 nature Changes stats: +27 Str / +10 Dex / +2 Wil Changes resistances: +15% acid / +9% temporal / +3% light / +3% blight / +14% all Changes resistances penetration: +56% darkness / +59% physical / +21% nature / +85% mind Changes damage: +9% nature / +78% physical Grants telepathy: Humanoid/Orc Critical mult.: +38.00% Spell save: +9 (+3 eff.) Mental save: +30 (+6 eff.) Disarm immunity: +115% Stamina when hit: +10.00 Light radius: +1 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 86% chance to daze at end of turn * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +84 insidious poison / +4 light / +8 fire / +40 nature / +28 temporal Burst (radius 2) on crit: +29 fire When wielded/worn: Accuracy: +20 (+6 eff.) Physical crit. chance: +42.0% Physical power: +21 (+3 eff.) Defense: +21 (+7 eff.) Effects on melee hit: * 20 arcane resource burn * 42% chance to blind Changes stats: +12 Str / +12 Dex / +12 Mag / +9 Wil / +12 Cun / +12 Con Changes resistances: +5% arcane / +6% blight Changes resistances penetration: +38% lightning / +21% fire Changes damage: +6% nature Disarm immunity: +70% Global speed: +7% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 162.0 - 259.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 49% chance to cause random gloom * 49% chance to daze at end of turn * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +56 temporal / +31 mind / +39 nature Burst (radius 2) on crit: +12 nature When wielded/worn: Accuracy: +40 (+11 eff.) Armour penetration: +77 Physical crit. chance: +54.0% Physical power: +61 (+10 eff.) Effects on melee hit: * Slows global speed by 45% Changes stats: +5 Str / +18 Dex / +6 Mag / +19 Wil / +18 Cun / +29 Con Changes resistances: +6% acid / +42% all Changes resistances penetration: +21% lightning / +118% physical / +61% nature / +20% mind Changes damage: +62% physical Reduces incoming crit damage: 30.00% Disarm immunity: +98% Mindpower: +4 (+1 eff.) Light radius: +4 Massive two-handed swords. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.0 - 132.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 34% chance to daze at end of turn * 20 arcane resource burn * 28% chance to cause random gloom * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +147 insidious poison / +28 temporal / +35 mind / +48 nature Burst (radius 2) on crit: +56 fire When wielded/worn: Accuracy: +141 (+34 eff.) Armour penetration: +91 Physical crit. chance: +82.0% Physical power: +62 (+10 eff.) Armour: +10 Defense: +16 (+5 eff.) Effects on melee hit: * 60% chance to daze at end of turn Changes stats: +35 Str / +6 Dex / +6 Mag / +16 Wil / +15 Cun / +24 Con Changes resistances: +6% blight Changes resistances penetration: +21% lightning / +42% fire / +104% physical Changes damage: +6% mind / +79% physical Critical mult.: +26.00% Physical save: +6 (+1 eff.) Mental save: +9 (+2 eff.) Cut immunity: +5% Disarm immunity: +165% Stun/Freeze immunity: +25% Stamina when hit: +11.00 Global speed: +17% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 99.5 - 159.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +56 nature / +48 temporal Burst (radius 2) on crit: +35 ice When wielded/worn: Physical power: +21 (+3 eff.) Armour: +25 Damage when hit (Melee): 12 fire Changes stats: +2 Wil / +10 Con Changes resistances: +14% all Changes resistances penetration: +20% physical / +16% darkness / +20% fire / +20% cold / +21% mind / +21% nature Changes damage: +6% fire Grants telepathy: Humanoid/Orc Spell save: +6 (+2 eff.) Disarm immunity: +49% Mindpower: +10 (+2 eff.) Massive two-handed swords. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 98.5 - 157.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Burst (radius 1) on hit: +16 nature When wielded/worn: Accuracy: +21 (+7 eff.) Armour penetration: +62 Physical crit. chance: +42.0% Physical power: +42 (+7 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Cun / +10 Con Changes resistances: +3% acid / +3% blight Changes resistances penetration: +82% physical / +20% mind / +21% darkness Changes damage: +41% physical Disarm immunity: +49% Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 121.5 - 194.4 Uses stats: 40% Wil, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 143% On weapon hit: * 49% chance to cause random gloom * Slows global speed by 56% * 27% chance to daze at end of turn On weapon crit: * cripple the target Damage (Melee): +66 insidious poison / +8 lightning / +35 mind Burst (radius 2) on crit: +84 ice When wielded/worn: Accuracy: +204 (+46 eff.) Armour penetration: +111 Physical crit. chance: +21.0% Armour: +42 Defense: +40 (+13 eff.) Damage when hit (Melee): 12 mind Changes stats: +6 Str / +36 Dex / +5 Mag / +15 Wil / +16 Cun / +6 Con Changes resistances penetration: +17% lightning / +42% cold / +20% light / +122% physical Changes damage: +9% mind / +20% physical Spell save: +36 (+11 eff.) Disarm immunity: +133% Massive two-handed swords. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 102.5 - 164.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 56% chance to daze at end of turn * 25% chance to put talents on cooldown On weapon crit: * cripple the target When wielded/worn: Accuracy: +81 (+22 eff.) Armour penetration: +41 Physical crit. chance: +19.0% Changes stats: +10 Str / +20 Dex Changes resistances: +9% lightning Changes resistances penetration: +36% physical Changes damage: +12% mind / +33% physical Grants telepathy: Demon/Minor Demon/Major Mental save: +20 (+4 eff.) Silence immunity: +10% Teleport immunity: +5% Stamina when hit: +4.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +83 temporal / +82 nature / +8 mind Burst (radius 2) on crit: +8 mind / +28 fire When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +54 Physical crit. chance: +37.0% Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% acid Changes resistances penetration: +21% fire / +20% physical / +21% darkness / +21% mind Grants telepathy: Dragon Critical mult.: +52.00% Spell save: +12 (+4 eff.) Mental crit. chance: +2% Global speed: +6% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 79.5 - 127.2 Uses stats: 40% Wil, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 143% On weapon hit: * 20% chance to torment the target Damage (Melee): +83 insidious poison / +26 temporal / +27 nature / +28 darkness Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +42 ice Damage against: +28% Living When wielded/worn: Accuracy: +59 (+16 eff.) Armour: +21 Fatigue: -4% Changes stats: +27 Dex Changes resistances: +3% lightning / +12% light / +6% darkness Changes resistances penetration: +10% acid / +21% cold / +21% mind / +13% darkness Grants telepathy: Dragon Critical mult.: +5.00% Mental save: +10 (+2 eff.) Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 48% chance to daze at end of turn * Slows global speed by 56% * 147% chance to corrode armour by 30% * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +28 darkness / +12 nature / +8 mind Damage against: +26% Living When wielded/worn: Accuracy: +21 (+7 eff.) Armour penetration: +40 Physical crit. chance: +21.0% Physical power: +21 (+3 eff.) Effects on melee hit: * Slows global speed by 42% Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +7 Cun / +6 Con Changes resistances penetration: +62% acid / +41% physical / +15% nature / +21% lightning Changes damage: +3% mind / +21% physical Mental save: +20 (+4 eff.) Life regen: +12.00 Mental crit. chance: +5% Massive two-handed swords. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 101.0 - 161.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +76 insidious poison When wielded/worn: Armour penetration: +21 Armour: +6 Changes stats: +2 Cun Changes resistances: +15% fire Changes resistances penetration: +21% physical Changes damage: +16% physical Spell save: +15 (+5 eff.) Disease immunity: +10% Stun/Freeze immunity: +10% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 119.5 - 191.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 49% chance to cause random gloom * 86% chance to daze at end of turn * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +82 insidious poison / +24 temporal / +23 mind / +23 nature Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +12 acid / +12 fire When wielded/worn: Accuracy: +73 (+20 eff.) Armour penetration: +122 Physical crit. chance: +101.0% Physical power: +17 (+3 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 8 acid Changes stats: +21 Str / +22 Dex / +12 Mag / +22 Wil / +19 Cun / +12 Con Changes resistances: +9% acid / +12% mind / +28% all Changes resistances penetration: +36% lightning / +63% physical / +34% darkness / +10% acid / +42% mind / +35% nature Changes damage: +12% acid / +31% physical Critical mult.: +84.00% Physical save: +20 (+4 eff.) Spell save: +9 (+3 eff.) Stamina when hit: +3.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 80.0 - 128.0 Uses stats: 40% Wil, 120% 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 crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +28 darkness / +4 physical Burst (radius 2) on crit: +42 ice / +28 fire Damage against: +26% Living When wielded/worn: Accuracy: +63 (+17 eff.) Armour penetration: +60 Physical crit. chance: +36.0% Physical power: +21 (+3 eff.) Armour: +21 Defense: +24 (+8 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +1 Dex Changes resistances: +3% mind Changes resistances penetration: +20% cold / +21% fire / +41% physical Critical mult.: +31.00% Mental save: +12 (+2 eff.) Disarm immunity: +69% Stamina each turn: +1.00 Psi when hit: +0.08 Maximum life: +20.00 Global speed: +8% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.5 - 130.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +145 insidious poison / +16 lightning When wielded/worn: Accuracy: +21 (+7 eff.) Armour penetration: +21 Physical crit. chance: +61.0% Physical power: +36 (+6 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +9 Dex / +10 Con Changes resistances: +6% mind / +6% fire Changes resistances penetration: +42% physical Changes damage: +15% lightning / +20% physical Spell save: +10 (+4 eff.) Disarm immunity: +41% Knockback immunity: +15% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 105.5 - 168.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 49% chance to corrode armour by 30% * 37% chance to cause random gloom * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +150 insidious poison / +35 mind / +8 nature Burst (radius 2) on crit: +28 fire When wielded/worn: Accuracy: +123 (+31 eff.) Armour penetration: +117 Physical crit. chance: +62.0% Physical power: +41 (+7 eff.) Armour: +18 Defense: +24 (+8 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 8 nature Changes stats: +9 Dex / +10 Wil / +9 Cun / +9 Con Changes resistances: +9% fire / +4% physical / +14% all Changes resistances penetration: +20% acid / +103% physical / +38% darkness / +21% fire / +20% nature / +35% mind Critical mult.: +51.00% Cut immunity: +15% Disarm immunity: +119% Pinning immunity: +10% Life regen: +4.00 Only die when reaching: -40.00 life Global speed: +8% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.0 - 132.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 82% chance to daze at end of turn * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +76 insidious poison / +27 temporal / +54 darkness / +4 light / +28 nature Burst (radius 2) on crit: +56 fire Damage against: +50% Living When wielded/worn: Accuracy: +42 (+12 eff.) Armour penetration: +82 Physical crit. chance: +157.0% Physical power: +94 (+15 eff.) Changes stats: +6 Str / +21 Dex / +7 Mag / +10 Wil / +9 Cun / +26 Con Changes resistances: +6% temporal Changes resistances penetration: +19% lightning / +40% fire / +10% mind / +100% physical Changes damage: +3% light / +40% physical Critical mult.: +38.00% Disarm immunity: +73% Psi when hit: +0.12 Mental crit. chance: +2% Global speed: +17% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.5 - 104.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +41 (+12 eff.) Armour penetration: +37 Physical crit. chance: +20.0% Physical power: +42 (+7 eff.) Defense: +41 (+13 eff.) Changes stats: +2 Wil / +20 Con Changes resistances: +6% cold / +9% temporal / +7% arcane / +28% all Changes resistances penetration: +10% lightning / +63% physical / +42% nature Changes damage: +6% lightning / +21% physical Critical mult.: +28.00% Spell save: +30 (+10 eff.) Disarm immunity: +227% Maximum stamina: +10.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 56% chance to corrode armour by 30% * 49% chance to cause random gloom * 35% chance to daze at end of turn * Projects up to 8 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 8 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +84 insidious poison / +19 mind When wielded/worn: Accuracy: +40 (+11 eff.) Physical crit. chance: +21.0% Defense: +42 (+13 eff.) Effects on melee hit: * 28 arcane resource burn * 15% chance to corrode armour by 30% Changes stats: +6 Str / +6 Dex / +6 Mag / +13 Wil / +15 Cun / +6 Con Changes resistances: +14% all Changes resistances penetration: +30% nature / +14% lightning Critical mult.: +10.00% Mental save: +3 (+1 eff.) Disarm immunity: +140% Equilibrium when hit: +0.16 Massive two-handed swords. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.0 - 132.8 Uses stats: 40% Wil, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 143% On weapon hit: * Slows global speed by 56% * 25% chance to put talents on cooldown Damage (Melee): +28 darkness Damage against: +28% Living When wielded/worn: Accuracy: +126 (+31 eff.) Armour penetration: +21 Physical crit. chance: +4.0% Armour: +2 Defense: +42 (+13 eff.) Changes stats: +29 Dex / +2 Mag Changes resistances: +9% nature / +6% cold Changes resistances penetration: +21% physical Physical save: +6 (+1 eff.) Disarm immunity: +118% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +23 nature / +28 temporal Burst (radius 2) on crit: +28 fire When wielded/worn: Accuracy: +41 (+12 eff.) Armour penetration: +56 Physical crit. chance: +41.0% Defense: +21 (+7 eff.) Effects on melee hit: * 28 arcane resource burn * 42% chance to corrode armour by 30% Changes stats: +2 Cun / +10 Dex Changes resistances: +3% light Changes resistances penetration: +38% physical / +21% fire Changes damage: +42% physical Critical mult.: +24.00% Mental save: +42 (+8 eff.) Disarm immunity: +52% Global speed: +8% Massive two-handed swords. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 85.0 - 136.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +13.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom * 20% chance to torment the target * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +30 mind / +4 fire When wielded/worn: Accuracy: +44 (+12 eff.) Armour penetration: +35 Physical crit. chance: +62.0% Physical power: +21 (+3 eff.) Defense: +42 (+13 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances: +6% temporal Changes resistances penetration: +14% mind / +21% darkness Critical mult.: +55.00% Physical save: +20 (+4 eff.) Disarm immunity: +123% Stun/Freeze immunity: +10% Maximum life: +20.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 143% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +24 darkness / +12 light Damage against: +28% Living When wielded/worn: Accuracy: +113 (+29 eff.) Armour: +4 Defense: +42 (+13 eff.) Changes stats: +9 Str / +27 Dex Changes resistances: +4% physical / +3% mind / +10% all Changes resistances penetration: +21% nature Changes damage: +13% physical Physical save: +3 (+0 eff.) Blindness immunity: +10% Cut immunity: +10% Disarm immunity: +136% Stun/Freeze immunity: +10% Knockback immunity: +10% Stamina when hit: +4.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 85.0 - 136.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 56% chance to blind * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +24 temporal / +28 nature Burst (radius 2) on crit: +28 fire When wielded/worn: Accuracy: +38 (+11 eff.) Armour penetration: +21 Physical crit. chance: +42.0% Armour: +6 Defense: +27 (+9 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +2 Con Changes resistances: +9% nature / +13% all Changes resistances penetration: +21% fire / +21% nature / +31% physical Changes damage: +9% light Disarm immunity: +63% Light radius: +2 Global speed: +8% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn * Slows global speed by 20% * 49% chance to corrode armour by 30% Damage (Melee): +168 insidious poison When wielded/worn: Accuracy: +21 (+7 eff.) Armour penetration: +54 Armour: +6 Changes stats: +16 Str / +5 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +13% all Changes resistances penetration: +21% lightning / +63% physical / +21% nature / +21% acid Changes damage: +78% physical / +3% light / +6% mind Physical save: +3 (+0 eff.) Mental save: +9 (+2 eff.) Blindness immunity: +10% Disease immunity: +10% Knockback immunity: +15% Life regen: +4.00 Stamina when hit: +4.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 127.0 - 203.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 56% chance to corrode armour by 30% * 40% chance to blind * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +83 insidious poison Burst (radius 1) on hit: +4 lightning / +8 acid Burst (radius 2) on crit: +4 acid When wielded/worn: Armour penetration: +19 Physical crit. chance: +42.0% Physical power: +37 (+6 eff.) Changes resistances: +3% temporal / +3% light / +14% all Changes resistances penetration: +21% physical / +21% nature / +5% light Changes damage: +21% physical Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 79.5 - 127.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 48% chance to corrode armour by 30% * 90% chance to daze at end of turn * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +84 insidious poison / +4 physical / +24 nature / +28 temporal When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +17 Physical crit. chance: +16.0% Armour: +8 Changes stats: +11 Str / +11 Dex / +10 Mag / +12 Wil / +12 Cun / +17 Con Changes resistances: +7% arcane Changes resistances penetration: +41% lightning / +21% physical / +19% acid Spell save: +10 (+4 eff.) Life regen: +4.00 Stamina each turn: +0.40 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 76.5 - 122.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +28 nature / +28 darkness / +28 temporal Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +4 fire Damage against: +28% Living When wielded/worn: Armour penetration: +21 Physical crit. chance: +42.0% Physical power: +42 (+7 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str / +2 Mag / +2 Cun / +10 Con Changes resistances: +9% lightning / +12% temporal / +14% all Changes resistances penetration: +21% acid / +37% physical / +21% nature Changes damage: +3% darkness / +21% physical Disarm immunity: +48% Life regen: +4.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.5 - 132.0 Uses stats: 40% Wil, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 34% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +28 nature / +12 light / +28 temporal Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +80 ice When wielded/worn: Armour penetration: +41 Physical crit. chance: +63.0% Physical power: +42 (+7 eff.) Armour: +34 Effects on melee hit: * 28 arcane resource burn * 15% chance to blind Changes stats: +3 Str / +2 Cun / +10 Con Changes resistances penetration: +21% acid / +37% cold / +15% lightning / +21% physical Critical mult.: +56.00% Disarm immunity: +46% Life regen: +4.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.0 - 131.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * cripple the target Damage (Melee): +66 insidious poison / +12 nature Burst (radius 2) on crit: +55 fire When wielded/worn: Accuracy: +79 (+21 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Armour: +8 Defense: +24 (+8 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str / +23 Dex Changes resistances: +9% fire Changes resistances penetration: +37% fire / +21% physical Changes damage: +6% darkness Physical save: +12 (+2 eff.) Cut immunity: +15% Disarm immunity: +52% Global speed: +17% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom * 47% chance to corrode armour by 30% * 33% chance to daze at end of turn On weapon crit: * cripple the target Damage (Melee): +8 acid / +35 mind Burst (radius 2) on crit: +28 fire When wielded/worn: Accuracy: +63 (+17 eff.) Physical crit. chance: +41.0% Defense: +21 (+7 eff.) Effects on melee hit: * 42% chance to blind Changes stats: +26 Str / +6 Dex / +6 Mag / +16 Wil / +17 Cun / +6 Con Changes resistances: +12% acid Changes resistances penetration: +17% acid / +20% fire / +20% lightning Changes damage: +42% physical Disarm immunity: +70% Life regen: +4.00 Stamina when hit: +8.00 See invisible: +6 Global speed: +8% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 143% On weapon hit: * 49% chance to daze at end of turn * 35% chance to corrode armour by 30% * Projects up to 15 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 15 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 15 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +310 insidious poison / +24 temporal / +8 mind / +28 nature Burst (radius 2) on crit: +28 fire When wielded/worn: Accuracy: +126 (+31 eff.) Armour penetration: +54 Physical crit. chance: +76.0% Physical power: +21 (+3 eff.) Defense: +41 (+13 eff.) Changes stats: +6 Str / +32 Dex / +6 Mag / +9 Wil / +6 Cun / +16 Con Changes resistances: +15% blight / +6% fire / +9% nature Changes resistances penetration: +20% lightning / +40% physical / +21% fire / +21% acid Changes damage: +6% nature Critical mult.: +56.00% Reduces incoming crit damage: 15.00% Mental save: +30 (+6 eff.) Disarm immunity: +204% Stun/Freeze immunity: +25% Knockback immunity: +15% Life regen: +3.00 Global speed: +8% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 104.0 - 166.4 Uses stats: 40% Wil, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 129% chance to daze at end of turn * 49% chance to corrode armour by 30% * 25% chance to put talents on cooldown * 20% chance to torment the target * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +84 insidious poison / +79 temporal / +78 nature When wielded/worn: Accuracy: +162 (+38 eff.) Armour penetration: +125 Physical crit. chance: +63.0% Physical power: +21 (+3 eff.) Defense: +41 (+13 eff.) Damage when hit (Melee): 12 mind Changes stats: +6 Str / +26 Dex / +6 Mag / +8 Wil / +6 Cun / +6 Con Changes resistances: +18% nature / +9% blight Changes resistances penetration: +21% lightning / +97% physical / +21% darkness / +21% mind / +21% acid Changes damage: +9% acid / +20% physical / +6% nature Critical mult.: +38.00% Spell save: +20 (+7 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +106% Life regen: +4.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 102.0 - 163.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +161 insidious poison / +35 mind Burst (radius 2) on crit: +8 nature When wielded/worn: Physical crit. chance: +42.0% Physical power: +19 (+3 eff.) Changes stats: +10 Wil / +10 Cun / +10 Con Changes resistances: +12% nature / +6% darkness / +14% all Changes resistances penetration: +49% nature / +21% physical Changes damage: +6% nature Disarm immunity: +41% Hate when firing a critical mind attack: +2.00 Mental crit. chance: +3% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +84 insidious poison Burst (radius 2) on crit: +54 fire When wielded/worn: Accuracy: +63 (+17 eff.) Armour penetration: +16 Physical crit. chance: +42.0% Physical power: +42 (+7 eff.) Defense: +41 (+13 eff.) Changes stats: +10 Con Changes resistances: +3% light / +3% blight Changes resistances penetration: +40% physical / +15% mind / +42% fire Reduces incoming crit damage: 15.00% Physical save: +20 (+4 eff.) Blindness immunity: +10% Disease immunity: +20% Disarm immunity: +189% Confusion immunity: +5% Equilibrium when hit: +0.08 Global speed: +14% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.0 - 132.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +66 insidious poison When wielded/worn: Accuracy: +21 (+7 eff.) Armour penetration: +21 Physical crit. chance: +42.0% Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 42% Changes stats: +4 Cun / +10 Dex Changes resistances: +3% physical / +6% fire Changes resistances penetration: +21% physical / +19% mind / +21% darkness Changes damage: +20% physical Physical save: +30 (+6 eff.) Spell save: +9 (+3 eff.) Disease immunity: +10% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +84 insidious poison / +20 darkness Burst (radius 2) on crit: +42 ice Damage against: +28% Living When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +61.0% Physical power: +59 (+10 eff.) Armour: +27 Changes stats: +6 Str / +6 Dex / +6 Mag / +2 Wil / +6 Cun / +19 Con Changes resistances: +9% cold Changes resistances penetration: +19% lightning / +21% physical / +21% cold Changes damage: +6% acid Disarm immunity: +31% Life regen: +1.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 103.0 - 164.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +84 insidious poison When wielded/worn: Accuracy: +21 (+7 eff.) Physical crit. chance: +42.0% Defense: +21 (+7 eff.) Changes stats: +7 Str / +4 Dex / +3 Con Changes resistances: +18% acid Changes resistances penetration: +21% mind / +20% darkness Spell save: +20 (+7 eff.) Disarm immunity: +70% Infravision radius: +2 Massive two-handed swords. |
![]() Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 18 acid damage in a 4 radius ball. This damage will increase by 11% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 56.0 - 78.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 40% chance to inflict 15% damage reduction * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +183 insidious poison / +20 temporal / +8 lightning / +20 nature Burst (radius 2) on crit: +20 darkness / +8 fire When wielded/worn: Accuracy: +126 (+31 eff.) Armour penetration: +109 Physical crit. chance: +68.0% Physical power: +45 (+7 eff.) Defense: +14 (+4 eff.) Fatigue: -6% Changes stats: +15 Str / +14 Dex / +2 Mag / +3 Wil / +2 Con Changes resistances penetration: +90% physical Changes damage: +9% lightning / +74% physical Critical mult.: +20.00% Spell save: +20 (+7 eff.) Disarm immunity: +50% Stamina when hit: +5.00 Sharp, long, and deadly. |
![]() Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-6 eff.) Mindpower: +9 (+2 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 20% chance to cause random gloom * 20% chance to torment the target * 25% chance to put talents on cooldown Damage (Melee): +35 darkness Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +20 fire Damage against: +32% Living When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +14 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Dex / +7 Con Changes resistances: +9% nature Changes resistances penetration: +14% fire / +15% physical / +30% darkness / +30% mind Critical mult.: +20.00% Spell save: +42 (+13 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +35% Mental crit. chance: +5% Global speed: +5% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 69.5 - 97.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 33% chance to cause random gloom * 35% chance to corrode armour by 30% * 56% chance to daze at end of turn * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +20 darkness / +25 mind Burst (radius 2) on crit: +30 ice / +12 acid / +8 lightning Damage against: +20% Living When wielded/worn: Accuracy: +97 (+25 eff.) Armour penetration: +85 Physical crit. chance: +59.0% Physical power: +27 (+4 eff.) Armour: +15 Defense: +15 (+5 eff.) Changes stats: +15 Str / +8 Dex / +8 Mag / +14 Wil / +14 Cun / +8 Con Changes resistances: +6% fire / +10% all Changes resistances penetration: +28% lightning / +81% physical / +13% cold / +13% nature / +13% acid Changes damage: +6% acid / +21% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Spell save: +12 (+4 eff.) Disarm immunity: +43% Life regen: +2.50 Stamina when hit: +2.50 Maximum hate: +4.00 Mindpower: +16 (+3 eff.) Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 72.0 - 100.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 60% chance to corrode armour by 30% * 60% chance to daze at end of turn * 31% chance to cause random gloom * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +60 insidious poison / +18 temporal / +8 darkness / +17 nature / +19 mind Burst (radius 1) on hit: +4 lightning / +8 fire Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +137 (+33 eff.) Armour penetration: +155 Physical crit. chance: +38.0% Defense: +30 (+10 eff.) Damage when hit (Melee): 12 lightning Changes stats: +7 Dex / +7 Wil / +6 Cun Changes resistances: +12% blight / +27% fire / +6% darkness / +6% light Changes resistances penetration: +14% fire / +5% darkness / +119% physical Changes damage: +6% lightning / +29% physical Critical mult.: +38.00% Disarm immunity: +86% Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 110.0 - 154.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 28% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +33 mind Burst (radius 2) on crit: +18 ice When wielded/worn: Accuracy: +45 (+13 eff.) Armour penetration: +60 Physical crit. chance: +103.0% Physical power: +54 (+9 eff.) Armour: +27 Defense: +15 (+5 eff.) Changes stats: +6 Str / +7 Dex / +7 Wil / +7 Cun / +7 Con Changes resistances: +12% cold / +20% all Changes resistances penetration: +40% physical / +29% nature / +15% cold Changes damage: +44% physical Critical mult.: +40.00% Physical save: +26 (+5 eff.) Spell save: +6 (+2 eff.) Disease immunity: +20% Disarm immunity: +85% Pinning immunity: +15% Stun/Freeze immunity: +15% Stamina when hit: +2.10 Only die when reaching: -40.00 life Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 54.0 - 75.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 143% On weapon hit: * 40% chance to corrode armour by 30% * Slows global speed by 40% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +120 insidious poison / +39 temporal / +8 mind / +40 nature / +16 acid Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +30 ice When wielded/worn: Accuracy: +70 (+19 eff.) Armour penetration: +72 Physical crit. chance: +106.0% Physical power: +30 (+5 eff.) Armour: +15 Defense: +14 (+4 eff.) Changes stats: +19 Dex / +3 Mag / +3 Cun / +5 Con Changes resistances: +10% all Changes resistances penetration: +29% physical / +12% nature / +10% cold Changes damage: +24% darkness / +15% physical Critical mult.: +58.00% Reduces incoming crit damage: 15.00% Disarm immunity: +40% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 54.5 - 76.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 34% chance to cause random gloom * 64% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +58 insidious poison / +24 mind Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +30 ice When wielded/worn: Accuracy: +81 (+22 eff.) Armour penetration: +60 Physical crit. chance: +54.0% Physical power: +29 (+5 eff.) Armour: +15 Defense: +27 (+9 eff.) Damage when hit (Melee): 16 darkness Changes stats: +23 Str / +15 Dex / +8 Mag / +19 Wil / +16 Cun / +11 Con Changes resistances: +8% all Changes resistances penetration: +28% lightning / +44% physical / +15% nature / +14% cold Changes damage: +59% physical Critical mult.: +19.00% Physical save: +6 (+1 eff.) Spell save: +20 (+7 eff.) Disarm immunity: +100% Stamina when hit: +5.00 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 68.0 - 95.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 69% chance to daze at end of turn * 20 arcane resource burn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +20 temporal / +19 darkness / +8 fire / +20 nature Burst (radius 2) on crit: +30 ice / +24 nature Damage against: +20% Living When wielded/worn: Accuracy: +96 (+25 eff.) Armour penetration: +112 Physical crit. chance: +30.0% Physical power: +25 (+4 eff.) Armour: +15 Changes stats: +14 Str / +25 Dex / +8 Mag / +8 Wil / +8 Cun / +14 Con Changes resistances: +27% fire Changes resistances penetration: +30% lightning / +121% physical / +15% darkness / +15% cold / +15% mind Changes damage: +6% nature / +75% physical Grants telepathy: Dragon Spell save: +6 (+2 eff.) Disarm immunity: +30% Stamina when hit: +2.50 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 78.5 - 109.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +60 insidious poison / +17 temporal / +20 nature Burst (radius 2) on crit: +27 ice When wielded/worn: Accuracy: +98 (+26 eff.) Armour penetration: +90 Physical crit. chance: +48.0% Physical power: +15 (+2 eff.) Armour: +18 Defense: +28 (+9 eff.) Ranged Defense: +18 (+6 eff.) Changes stats: +13 Str / +6 Con Changes resistances: +12% acid / +9% mind / +10% all Changes resistances penetration: +101% physical / +12% darkness / +15% cold / +11% mind / +13% nature Changes damage: +59% physical Spell save: +30 (+10 eff.) Disarm immunity: +78% Stamina when hit: +4.90 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 91.0 - 127.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 40% chance to corrode armour by 30% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +74 temporal / +77 nature Burst (radius 1) on hit: +8 physical When wielded/worn: Accuracy: +74 (+20 eff.) Armour penetration: +49 Physical crit. chance: +101.0% Physical power: +65 (+11 eff.) Defense: +15 (+5 eff.) Changes stats: +14 Str / +7 Dex / +14 Con Changes resistances: +9% fire Changes resistances penetration: +15% acid / +74% physical Changes damage: +53% physical Spell save: +10 (+4 eff.) Mental save: +15 (+3 eff.) Cut immunity: +15% Disarm immunity: +111% Stamina each turn: +0.60 Stamina when hit: +4.20 Healing mod.: +15% Sharp, long, and deadly. |
![]() Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 20% 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 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 43.95 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. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 71.5 - 100.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 35% chance to corrode armour by 30% * Slows global speed by 60% * 32% chance to daze at end of turn * 35% chance to cause random gloom * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +18 temporal / +20 darkness / +20 nature / +25 mind Burst (radius 1) on hit: +20 lightning Burst (radius 2) on crit: +26 ice Damage against: +20% Living When wielded/worn: Accuracy: +102 (+26 eff.) Armour penetration: +68 Physical crit. chance: +57.0% Physical power: +15 (+2 eff.) Armour: +19 Defense: +32 (+10 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +8 Str / +17 Dex / +4 Mag / +10 Wil / +11 Cun / +11 Con Changes resistances: +6% blight Changes resistances penetration: +15% lightning / +69% physical / +27% darkness / +15% cold / +30% mind / +15% acid Changes damage: +30% physical Critical mult.: +40.00% Physical save: +20 (+4 eff.) Disarm immunity: +118% Life regen: +2.00 Stamina when hit: +2.40 Healing mod.: +5% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 67.5 - 94.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 70 arcane resource burn * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +120 insidious poison / +35 temporal / +36 nature When wielded/worn: Accuracy: +71 (+19 eff.) Armour penetration: +21 Physical crit. chance: +129.0% Physical power: +44 (+7 eff.) Armour: +2 Defense: +12 (+4 eff.) Changes stats: +13 Str / +13 Dex / +8 Con Changes resistances: +9% temporal / +9% all Changes resistances penetration: +14% nature / +29% physical Changes damage: +6% mind / +54% physical Critical mult.: +17.00% Physical save: +6 (+1 eff.) Disarm immunity: +70% Stamina when hit: +5.00 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 70.5 - 98.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +60 insidious poison / +15 darkness / +19 mind Burst (radius 2) on crit: +8 mind / +20 fire Damage against: +19% Living When wielded/worn: Accuracy: +88 (+23 eff.) Armour penetration: +45 Physical crit. chance: +90.0% Physical power: +44 (+7 eff.) Defense: +30 (+10 eff.) Changes stats: +23 Str / +5 Mag / +7 Wil / +6 Cun / +7 Con Changes resistances: +9% acid / +6% blight Changes resistances penetration: +40% physical / +14% fire / +15% mind / +15% darkness Changes damage: +86% physical Critical mult.: +39.00% Reduces incoming crit damage: 20.00% Disarm immunity: +134% Stamina when hit: +9.30 Maximum hate: +4.00 Global speed: +6% Healing mod.: +15% Sharp, long, and deadly. |
![]() Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 40% Wil, 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 (+6 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." This item has been sent to the Item's Vault. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 85.0 - 119.0 Uses stats: 40% Wil, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to daze at end of turn * 35% chance to corrode armour by 30% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +115 insidious poison When wielded/worn: Accuracy: +56 (+15 eff.) Armour penetration: +86 Physical crit. chance: +69.0% Physical power: +30 (+5 eff.) Fatigue: -18% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 mind Changes stats: +19 Str / +4 Dex / +6 Mag / +4 Wil / +8 Cun / +4 Con Changes resistances: +12% acid / +9% cold / +6% fire / +10% all Changes resistances penetration: +15% acid / +56% physical / +29% darkness / +15% nature / +29% mind / +14% lightning Changes damage: +6% fire / +59% physical Critical mult.: +38.00% Life regen: +2.50 Stamina when hit: +5.00 Light radius: +2 Infravision radius: +3 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 84.0 - 117.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 34% chance to daze at end of turn * 35% chance to corrode armour by 30% * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 temporal / +19 nature Burst (radius 2) on crit: +25 ice When wielded/worn: Accuracy: +45 (+13 eff.) Armour penetration: +29 Physical crit. chance: +85.0% Physical power: +52 (+9 eff.) Armour: +15 Defense: +24 (+8 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +4 Str / +18 Dex / +3 Mag / +4 Wil / +4 Cun / +23 Con Changes resistances: +12% lightning / +9% blight Changes resistances penetration: +13% acid / +45% physical / +57% darkness / +15% cold / +52% mind / +15% lightning Changes damage: +9% mind / +6% fire Critical mult.: +36.00% Physical save: +9 (+2 eff.) Disarm immunity: +150% Life regen: +2.50 Only die when reaching: -80.00 life Maximum life: +20.00 Healing mod.: +20% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +117 insidious poison When wielded/worn: Armour penetration: +13 Physical crit. chance: +87.0% Physical power: +41 (+7 eff.) Armour: +8 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes resistances penetration: +15% mind / +15% darkness Changes damage: +12% darkness Critical mult.: +20.00% Knockback immunity: +10% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 101.5 - 142.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 143% On weapon hit: * Slows global speed by 60% * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +53 insidious poison / +8 physical Burst (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +100 (+26 eff.) Armour penetration: +98 Physical crit. chance: +90.0% Physical power: +73 (+12 eff.) Armour: +10 Defense: +27 (+9 eff.) Changes stats: +22 Dex / +7 Con Changes resistances: +6% nature Changes resistances penetration: +96% physical / +12% mind / +15% darkness Changes damage: +55% physical Critical mult.: +20.00% Mental save: +20 (+4 eff.) Disarm immunity: +117% Maximum life: +20.00 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 71.0 - 99.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 26% chance to daze at end of turn * 35% chance to corrode armour by 30% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage Shield penetration (this weapon only): +40% Damage (Melee): +15 temporal / +20 nature Burst (radius 1) on hit: +12 physical When wielded/worn: Accuracy: +52 (+14 eff.) Armour penetration: +89 Physical crit. chance: +128.0% Physical power: +28 (+5 eff.) Armour: +6 Defense: +43 (+14 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances: +40% all Changes resistances penetration: +15% acid / +30% physical / +56% nature / +15% lightning Changes damage: +27% physical Critical mult.: +76.00% Blindness immunity: +15% Poison immunity: +10% Disarm immunity: +137% Life regen: +2.50 Maximum life: +40.00 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 65.5 - 91.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +60 insidious poison / +40 darkness Burst (radius 2) on crit: +21 ice Damage against: +38% Living When wielded/worn: Accuracy: +114 (+29 eff.) Armour penetration: +105 Physical crit. chance: +72.0% Physical power: +29 (+5 eff.) Armour: +21 Defense: +35 (+11 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +7 Con Changes resistances: +3% acid / +9% mind / +6% blight / +9% cold / +10% arcane / +10% all Changes resistances penetration: +14% cold / +15% nature / +116% physical Changes damage: +14% physical Critical mult.: +19.00% Physical save: +6 (+1 eff.) Spell save: +9 (+3 eff.) Mental save: +30 (+6 eff.) Disarm immunity: +121% Knockback immunity: +5% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 72.5 - 101.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 56% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +20 nature / +14 temporal / +20 darkness Burst (radius 2) on crit: +40 fire Damage against: +20% Living When wielded/worn: Accuracy: +44 (+12 eff.) Armour penetration: +14 Physical crit. chance: +58.0% Physical power: +57 (+9 eff.) Defense: +42 (+13 eff.) Changes stats: +2 Wil / +14 Con Changes resistances: +10% all Changes resistances penetration: +43% physical / +15% darkness / +10% light / +29% fire / +15% mind / +15% nature Changes damage: +15% physical Physical save: +20 (+4 eff.) Disease immunity: +10% Cut immunity: +15% Disarm immunity: +192% Infravision radius: +3 Global speed: +12% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 102.5 - 143.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 143% On weapon hit: * 35% chance to daze at end of turn * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +60 insidious poison / +20 temporal / +17 nature Burst (radius 2) on crit: +18 fire When wielded/worn: Accuracy: +73 (+20 eff.) Physical crit. chance: +60.0% Physical power: +28 (+5 eff.) Defense: +26 (+8 eff.) Damage when hit (Melee): 4 fire Changes stats: +4 Str / +22 Dex / +5 Mag / +4 Wil / +4 Cun / +14 Con Changes resistances: +3% temporal / +10% arcane / +3% darkness Changes resistances penetration: +15% lightning / +15% physical / +15% darkness / +15% fire / +15% mind Grants telepathy: Dragon Critical mult.: +10.00% Spell save: +9 (+3 eff.) Mental save: +12 (+2 eff.) Disarm immunity: +128% Psi when hit: +0.16 Mental crit. chance: +2% Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 67.0 - 93.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 35% chance to daze at end of turn * 35% chance to corrode armour by 30% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +57 insidious poison / +39 darkness / +20 nature / +20 temporal Burst (radius 2) on crit: +27 ice Damage against: +40% Living When wielded/worn: Accuracy: +67 (+18 eff.) Armour penetration: +111 Physical crit. chance: +79.0% Armour: +15 Defense: +12 (+4 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +12 Str / +23 Dex / +7 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances: +2% physical Changes resistances penetration: +15% acid / +15% cold / +15% lightning / +59% physical Changes damage: +56% physical Critical mult.: +87.00% Disarm immunity: +50% Knockback immunity: +15% Life regen: +2.50 Stamina each turn: +0.40 Stamina when hit: +2.50 Maximum stamina: +30.00 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 73.0 - 102.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour by 30% * 34% chance to cause random gloom * 32% chance to daze at end of turn * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +30% Damage (Melee): +60 insidious poison / +51 temporal / +23 mind / +16 physical / +53 nature Burst (radius 2) on crit: +30 ice / +20 fire When wielded/worn: Accuracy: +61 (+17 eff.) Armour penetration: +58 Physical crit. chance: +49.0% Armour: +14 Defense: +12 (+4 eff.) Changes stats: +10 Str / +4 Dex / +4 Mag / +12 Wil / +12 Cun / +4 Con Changes resistances: +9% darkness / +6% light / +18% all Changes resistances penetration: +15% lightning / +43% physical / +15% fire / +12% cold / +23% nature / +15% acid Changes damage: +30% physical Critical mult.: +19.00% Mental save: +3 (+1 eff.) Disease immunity: +10% Cut immunity: +5% Disarm immunity: +50% Pinning immunity: +30% Life regen: +2.50 Stamina when hit: +2.50 Mindpower: +4 (+1 eff.) Global speed: +4% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 84.5 - 118.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 31% chance to corrode armour by 30% * 20 arcane resource burn * 35% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +60 insidious poison Burst (radius 2) on crit: +24 ice When wielded/worn: Accuracy: +89 (+24 eff.) Armour penetration: +55 Physical crit. chance: +56.0% Physical power: +58 (+10 eff.) Armour: +31 Defense: +24 (+8 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +10 Str / +17 Dex / +4 Mag / +3 Wil / +4 Cun / +15 Con Changes resistances: +10% arcane / +30% all Changes resistances penetration: +13% lightning / +73% physical / +14% cold / +42% nature / +15% acid Changes damage: +12% light / +30% physical Critical mult.: +19.00% Reduces incoming crit damage: 15.00% Mental save: +3 (+1 eff.) Disarm immunity: +113% Life regen: +2.50 Stamina when hit: +1.70 Only die when reaching: -60.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 57.0 - 79.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * 27% chance to daze at end of turn * 40 arcane resource burn * 33% chance to cause random gloom * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +53 insidious poison / +20 darkness / +16 mind Burst (radius 2) on crit: +12 darkness / +40 fire Damage against: +18% Living When wielded/worn: Accuracy: +85 (+23 eff.) Armour penetration: +88 Physical crit. chance: +71.0% Physical power: +4 (+1 eff.) Defense: +30 (+10 eff.) Effects on melee hit: * 45% chance to inflict 15% damage reduction Changes stats: +10 Str / +11 Dex / +4 Mag / +15 Wil / +11 Cun / +4 Con Changes resistances: +12% acid / +6% fire / +20% all Changes resistances penetration: +15% lightning / +40% physical / +30% darkness / +30% fire / +30% mind / +24% nature Changes damage: +26% physical Critical mult.: +56.00% Physical save: +10 (+2 eff.) Mental save: +30 (+6 eff.) Disarm immunity: +85% Stamina when hit: +1.60 Global speed: +12% Healing mod.: +5% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 56.0 - 78.4 Uses stats: 40% Wil, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 125% On weapon hit: * 34% chance to cause random gloom * 28% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +120 insidious poison / +18 temporal / +25 mind / +13 nature Burst (radius 2) on crit: +41 ice When wielded/worn: Accuracy: +69 (+19 eff.) Armour penetration: +68 Physical crit. chance: +90.0% Physical power: +15 (+2 eff.) Armour: +30 Defense: +11 (+3 eff.) Changes stats: +7 Str / +18 Dex / +4 Mag / +11 Wil / +11 Cun / +2 Con Changes resistances: +9% blight / +15% darkness / +10% all Changes resistances penetration: +15% lightning / +68% physical / +15% nature / +30% cold Changes damage: +30% physical Critical mult.: +20.00% Disarm immunity: +70% Pinning immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +15% Stamina each turn: +0.80 Only die when reaching: -40.00 life Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 70.5 - 98.7 Uses stats: 40% Wil, 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 90% chance to daze at end of turn * 25% chance to put talents on cooldown * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +56 insidious poison / +20 darkness Burst (radius 2) on crit: +29 ice / +4 fire / +16 mind Damage against: +20% Living When wielded/worn: Accuracy: +45 (+13 eff.) Armour penetration: +132 Physical crit. chance: +45.0% Physical power: +27 (+4 eff.) Armour: +19 Damage when hit (Melee): 4 fire Changes stats: +17 Str / +14 Dex / +12 Mag / +11 Wil / +12 Cun / +24 Con Changes resistances: +3% physical / +10% all Changes resistances penetration: +42% lightning / +127% physical / +14% nature / +15% cold Changes damage: +88% physical Critical mult.: +49.00% Disarm immunity: +70% Confusion immunity: +10% Pinning immunity: +10% Stamina when hit: +2.20 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 85.0 - 119.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom * Projects up to 11 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 11 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * Projects up to 11 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 11 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +35 temporal / +40 nature / +21 mind Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +60 (+16 eff.) Armour penetration: +58 Physical crit. chance: +89.0% Physical power: +15 (+2 eff.) Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +14 Str / +7 Wil / +6 Cun Changes resistances: +9% nature / +9% temporal Changes resistances penetration: +14% fire / +29% physical / +45% mind / +44% darkness Changes damage: +9% mind / +30% physical Critical mult.: +38.00% Physical save: +3 (+0 eff.) Blindness immunity: +15% Disarm immunity: +15% Knockback immunity: +30% Stamina when hit: +4.50 Infravision radius: +1 Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour by 30% * Slows global speed by 60% * 62% chance to daze at end of turn * 35% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +120 insidious poison / +32 temporal / +40 nature / +20 mind Burst (radius 1) on hit: +16 lightning Burst (radius 2) on crit: +30 ice / +40 fire / +8 lightning When wielded/worn: Accuracy: +58 (+16 eff.) Armour penetration: +28 Physical crit. chance: +29.0% Physical power: +59 (+10 eff.) Armour: +14 Damage when hit (Melee): 8 light Changes stats: +22 Str / +6 Dex / +8 Mag / +15 Wil / +18 Cun / +27 Con Changes resistances: +12% acid / +10% arcane / +6% nature / +3% lightning Changes resistances penetration: +29% lightning / +71% physical / +15% cold / +15% acid / +29% fire Changes damage: +27% physical Critical mult.: +10.00% Mental save: +9 (+2 eff.) Disarm immunity: +96% Life regen: +2.20 Stamina when hit: +5.00 Global speed: +12% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 56.5 - 79.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 125% On weapon hit: * 20% chance to corrode armour by 30% * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +60 insidious poison / +31 darkness Burst (radius 1) on hit: +12 acid Damage against: +36% Living When wielded/worn: Accuracy: +136 (+33 eff.) Armour penetration: +138 Physical crit. chance: +75.0% Physical power: +27 (+4 eff.) Defense: +15 (+5 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 acid Changes stats: +7 Str / +14 Dex / +4 Con Changes resistances: +6% acid / +9% all Changes resistances penetration: +13% darkness / +116% physical / +11% nature / +13% mind Changes damage: +6% acid / +41% physical Critical mult.: +48.00% Reduces incoming crit damage: 5.00% Disarm immunity: +50% Stamina when hit: +2.30 Light radius: +5 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 58.5 - 81.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 26% chance to daze at end of turn * 30 arcane resource burn * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +173 insidious poison / +4 light Burst (radius 2) on crit: +4 physical / +19 fire When wielded/worn: Accuracy: +73 (+20 eff.) Armour penetration: +30 Physical crit. chance: +98.0% Physical power: +16 (+3 eff.) Defense: +15 (+5 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +18 Str / +18 Dex / +4 Mag / +4 Wil / +4 Cun / +11 Con Changes resistances: +5% physical / +10% arcane / +7% all Changes resistances penetration: +15% lightning / +29% physical / +15% darkness / +13% fire / +15% nature / +15% mind Changes damage: +9% darkness / +45% physical Critical mult.: +18.00% Disarm immunity: +83% Stamina when hit: +4.60 Infravision radius: +1 See invisible: +3 Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 98.5 - 137.9 Uses stats: 40% Wil, 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 33% chance to corrode armour by 30% * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +16 temporal / +46 darkness / +20 nature Burst (radius 2) on crit: +30 ice / +16 mind Damage against: +59% Living When wielded/worn: Accuracy: +42 (+12 eff.) Armour penetration: +44 Physical crit. chance: +73.0% Physical power: +14 (+2 eff.) Armour: +11 Fatigue: -6% Changes stats: +8 Str / +10 Dex / +6 Con Changes resistances: +10% arcane / +18% all Changes resistances penetration: +12% acid / +28% physical / +15% darkness / +15% cold / +26% nature / +22% mind Changes damage: +9% nature / +20% physical Critical mult.: +16.00% Spell save: +12 (+4 eff.) Life regen: +2.30 Stamina when hit: +2.50 Maximum psi: +20.00 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 102.0 - 142.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * Slows global speed by 40% * 25% chance to put talents on cooldown On weapon crit: * cripple the target * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +38 insidious poison / +20 temporal / +25 nature / +8 acid Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +90 (+24 eff.) Armour penetration: +45 Physical crit. chance: +74.0% Physical power: +30 (+5 eff.) Armour: +10 Defense: +27 (+9 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: -10% Changes stats: +21 Str / +7 Dex / +3 Wil / +7 Con Changes resistances: +9% all Changes resistances penetration: +20% acid / +40% physical / +15% nature / +14% fire Changes damage: +69% physical Critical mult.: +20.00% Disarm immunity: +84% Stamina each turn: +0.80 Stamina when hit: +6.80 Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 72.5 - 101.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +48 insidious poison / +17 temporal / +20 darkness / +19 nature / +8 light Damage against: +20% Living When wielded/worn: Accuracy: +85 (+23 eff.) Armour penetration: +72 Physical crit. chance: +69.0% Physical power: +44 (+7 eff.) Defense: +28 (+9 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Dex Changes resistances: +9% acid / +6% temporal / +3% light / +15% nature / +6% lightning Changes resistances penetration: +60% physical / +15% mind / +15% darkness Changes damage: +12% mind / +15% physical Critical mult.: +14.00% Spell save: +12 (+4 eff.) Disarm immunity: +86% Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+1 eff.) Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 58.5 - 81.9 Uses stats: 40% Wil, 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% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 14% chance to disease * Slows global speed by 47% * 25% chance to put talents on cooldown Damage (Melee): +16 blight / +20 darkness Damage against: +20% Living When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +1% physical / +6% temporal Changes damage: +6% nature Disease immunity: +35% Knockback immunity: +10% Sharp, long, and deadly. This item has been sent to the Item's Vault. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 66% chance to cause random gloom * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +60 insidious poison / +17 temporal / +8 physical / +50 mind / +20 nature Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +73 (+20 eff.) Armour penetration: +118 Physical crit. chance: +51.0% Physical power: +42 (+7 eff.) Defense: +21 (+7 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +14 Str / +12 Wil / +14 Cun / +22 Con Changes resistances: +6% lightning / +6% temporal / +12% light / +10% all Changes resistances penetration: +142% physical / +15% darkness / +15% fire / +15% mind / +15% nature Changes damage: +104% physical Critical mult.: +33.00% Silence immunity: +10% Disarm immunity: +140% Pinning immunity: +10% Knockback immunity: +15% Stamina when hit: +5.00 Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 60% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+6 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 70.5 - 98.7 Uses stats: 40% Wil, 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 35% chance to daze at end of turn * 35% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +60 insidious poison / +12 darkness / +39 temporal / +48 nature Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +35 fire Damage against: +17% Living When wielded/worn: Accuracy: +83 (+22 eff.) Armour penetration: +93 Physical crit. chance: +74.0% Physical power: +15 (+2 eff.) Defense: +10 (+3 eff.) Changes stats: +9 Str / +17 Dex / +12 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +6% acid / +9% fire Changes resistances penetration: +25% acid / +47% fire / +15% lightning / +68% physical Changes damage: +58% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +37.00% Reduces incoming crit damage: 15.00% Disarm immunity: +47% Life regen: +2.50 Stamina when hit: +2.50 Global speed: +11% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 86.0 - 120.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +9.0% Attack speed: 111% On weapon hit: * 75% chance to daze at end of turn * 60% chance to corrode armour by 30% * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +97 insidious poison Burst (radius 2) on crit: +4 physical / +20 fire When wielded/worn: Accuracy: +74 (+20 eff.) Armour penetration: +68 Physical crit. chance: +55.0% Physical power: +30 (+5 eff.) Effects on melee hit: * 30 arcane resource burn Damage when hit (Melee): 8 acid Changes stats: +11 Str / +11 Dex / +2 Mag / +4 Wil / +4 Cun / +9 Con Changes resistances: +2% physical / +12% fire / +9% temporal / +30% all Changes resistances penetration: +35% lightning / +73% physical / +43% nature / +14% fire Changes damage: +28% physical Critical mult.: +20.00% Disarm immunity: +35% Life regen: +0.60 Stamina when hit: +2.50 Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 101.0 - 141.4 Uses stats: 40% Wil, 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 23% chance to corrode armour by 30% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +17 darkness Burst (radius 1) on hit: +12 mind / +16 acid Burst (radius 2) on crit: +30 ice Damage against: +20% Living When wielded/worn: Accuracy: +75 (+20 eff.) Armour penetration: +117 Physical crit. chance: +85.0% Physical power: +15 (+2 eff.) Armour: +15 Changes resistances: +6% darkness / +15% fire Changes resistances penetration: +15% acid / +85% physical / +15% cold Changes damage: +9% nature / +15% physical Critical mult.: +35.00% Pinning immunity: +5% Life regen: +1.90 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 56.0 - 78.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 56% chance to blind * 25% chance to corrode armour by 30% * 25% chance to put talents on cooldown * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +20 temporal / +16 physical / +20 nature When wielded/worn: Accuracy: +106 (+27 eff.) Armour penetration: +99 Physical crit. chance: +45.0% Physical power: +31 (+5 eff.) Defense: +27 (+9 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +14 Str / +7 Dex / +7 Con Changes resistances: +6% all Changes resistances penetration: +15% acid / +84% physical / +11% darkness / +14% nature / +13% mind Changes damage: +72% physical Critical mult.: +36.00% Disarm immunity: +133% Life regen: +2.50 Stamina each turn: +0.40 Stamina when hit: +4.60 Only die when reaching: -40.00 life Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 69.5 - 97.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 143% On weapon hit: * 26% chance to corrode armour by 30% * 80% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +37 temporal / +40 nature Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +17 fire When wielded/worn: Accuracy: +49 (+14 eff.) Armour penetration: +45 Physical crit. chance: +89.0% Physical power: +29 (+5 eff.) Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +20 Dex / +4 Con Changes resistances: +10% arcane / +18% all Changes resistances penetration: +15% acid / +15% physical / +15% darkness / +39% fire / +25% nature / +9% mind Critical mult.: +60.00% Reduces incoming crit damage: 5.00% Disarm immunity: +35% Life regen: +2.50 Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 57.5 - 80.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 40% chance to inflict 15% damage reduction * 34% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +17 darkness / +25 mind Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +20 fire Damage against: +20% Living When wielded/worn: Accuracy: +113 (+29 eff.) Armour penetration: +131 Physical crit. chance: +102.0% Physical power: +15 (+2 eff.) Defense: +30 (+10 eff.) Fatigue: -2% Damage when hit (Melee): 12 darkness Changes stats: +14 Str / +7 Dex / +11 Wil / +3 Cun / +7 Con Changes resistances: +6% acid / +6% blight Changes resistances penetration: +15% fire / +5% darkness / +103% physical Changes damage: +18% lightning / +74% physical Critical mult.: +55.00% Disarm immunity: +123% Stamina when hit: +4.40 Global speed: +5% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 85.5 - 119.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +60 insidious poison / +20 darkness / +12 light Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +29 ice Damage against: +19% Living When wielded/worn: Accuracy: +86 (+23 eff.) Armour penetration: +93 Physical crit. chance: +45.0% Physical power: +29 (+5 eff.) Armour: +14 Defense: +15 (+5 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +14 Dex / +5 Con Changes resistances: +6% blight / +12% temporal / +5% arcane / +6% darkness Changes resistances penetration: +7% cold / +87% physical Changes damage: +6% light / +30% physical Critical mult.: +40.00% Disarm immunity: +85% Light radius: +2 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 83.5 - 116.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 167% On weapon hit: * 35% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +45 insidious poison / +20 darkness / +15 nature / +20 temporal Burst (radius 2) on crit: +48 ice Damage against: +14% Living When wielded/worn: Accuracy: +109 (+28 eff.) Armour penetration: +53 Physical crit. chance: +28.0% Physical power: +30 (+5 eff.) Armour: +30 Defense: +19 (+6 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +8 Str / +25 Dex / +3 Mag / +4 Wil / +4 Cun / +6 Con Changes resistances: +9% fire / +15% darkness / +20% all Changes resistances penetration: +20% lightning / +60% physical / +30% cold / +29% nature / +10% acid Changes damage: +6% darkness / +55% physical Disarm immunity: +44% Stamina each turn: +1.20 Stamina when hit: +2.30 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * Slows global speed by 60% * 70% chance to cause random gloom * 20% chance to torment the target * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +93 insidious poison / +20 temporal / +18 darkness / +50 mind / +20 nature Burst (radius 2) on crit: +30 fire Damage against: +19% Living When wielded/worn: Accuracy: +72 (+19 eff.) Armour penetration: +55 Physical crit. chance: +43.0% Physical power: +60 (+10 eff.) Defense: +13 (+4 eff.) Changes stats: +14 Str / +13 Dex / +18 Wil / +14 Cun / +12 Con Changes resistances: +3% physical Changes resistances penetration: +29% fire / +51% physical / +14% mind / +15% darkness Changes damage: +6% light / +58% physical Critical mult.: +38.00% Mental save: +30 (+6 eff.) Disarm immunity: +115% Stun/Freeze immunity: +10% Knockback immunity: +20% Stamina when hit: +5.00 Global speed: +12% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 29% chance to corrode armour by 30% * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +40 nature / +31 temporal Burst (radius 2) on crit: +15 ice When wielded/worn: Accuracy: +30 (+9 eff.) Physical crit. chance: +28.0% Physical power: +15 (+2 eff.) Armour: +15 Defense: +15 (+5 eff.) Fatigue: -6% Effects on melee hit: * 42% chance to inflict 15% damage reduction Damage when hit (Melee): 4 fire Changes stats: +8 Str Changes resistances: +9% acid / +6% lightning Changes resistances penetration: +12% acid / +15% cold / +13% mind / +15% darkness Changes damage: +9% darkness / +15% physical Disarm immunity: +43% Life regen: +1.80 Stamina when hit: +2.10 Light radius: +2 Infravision radius: +3 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 49.5 - 69.3 Uses stats: 40% Wil, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 143% On weapon hit: * 70% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +60 insidious poison / +50 mind Burst (radius 2) on crit: +22 ice When wielded/worn: Accuracy: +58 (+16 eff.) Armour penetration: +30 Physical crit. chance: +30.0% Physical power: +12 (+2 eff.) Armour: +15 Defense: +15 (+5 eff.) Changes stats: +21 Dex / +14 Wil / +14 Cun Changes resistances: +6% lightning / +12% darkness / +9% nature / +20% all Changes resistances penetration: +14% physical / +22% darkness / +15% cold / +30% mind / +30% nature Changes damage: +14% physical Critical mult.: +13.00% Cut immunity: +15% Disarm immunity: +42% Pinning immunity: +15% Stun/Freeze immunity: +15% Equilibrium when hit: +0.08 Only die when reaching: -40.00 life Mental crit. chance: +1% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 69.0 - 96.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 31% chance to daze at end of turn * 40 arcane resource burn * 40% chance to inflict 15% damage reduction * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +40 darkness Burst (radius 2) on crit: +30 ice Damage against: +40% Living When wielded/worn: Accuracy: +85 (+23 eff.) Armour penetration: +44 Physical crit. chance: +84.0% Physical power: +28 (+5 eff.) Armour: +19 Defense: +44 (+14 eff.) Ranged Defense: +15 (+5 eff.) Damage when hit (Melee): 12 darkness Changes stats: +11 Str / +11 Dex / +4 Mag / +4 Wil / +4 Cun / +11 Con Changes resistances penetration: +15% lightning / +59% physical / +45% darkness / +15% cold / +38% mind Changes damage: +30% physical Physical save: +30 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: +12 (+2 eff.) Disarm immunity: +118% Confusion immunity: +10% Stun/Freeze immunity: +10% Stamina when hit: +2.50 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 94.5 - 132.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 143% On weapon hit: * 35% chance to corrode armour by 30% * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +120 insidious poison / +20 temporal / +19 darkness / +20 nature Burst (radius 1) on hit: +12 lightning Damage against: +19% Living When wielded/worn: Accuracy: +111 (+28 eff.) Armour penetration: +98 Physical crit. chance: +29.0% Physical power: +15 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +23 Dex / +6 Mag / +6 Con Changes resistances: +6% lightning / +3% temporal / +9% cold / +3% fire Changes resistances penetration: +25% acid / +102% physical / +45% mind / +45% darkness Changes damage: +13% physical Critical mult.: +19.00% Disarm immunity: +35% Life regen: +2.30 See invisible: +6 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 73.0 - 102.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +60 insidious poison Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +14 Physical crit. chance: +43.0% Physical power: +30 (+5 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +7 Dex / +3 Wil / +3 Cun Changes resistances: +3% temporal Changes resistances penetration: +15% fire / +15% mind / +15% darkness Changes damage: +3% fire Critical mult.: +19.00% Spell save: +3 (+1 eff.) Mindpower: +8 (+1 eff.) Global speed: +6% Heals friendly targets nearby when you use a nature summon: +40 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 86.5 - 121.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to daze at end of turn * 65% chance to corrode armour by 30% * 25% chance to put talents on cooldown Damage (Melee): +46 insidious poison / +48 darkness / +8 lightning Burst (radius 2) on crit: +20 fire Damage against: +36% Living When wielded/worn: Accuracy: +68 (+18 eff.) Armour penetration: +57 Physical crit. chance: +37.0% Physical power: +14 (+2 eff.) Defense: +15 (+5 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to daze at end of turn Changes stats: +25 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +11 Con Changes resistances: +6% cold / +9% fire / +9% nature / +7% arcane Changes resistances penetration: +25% acid / +30% physical / +15% lightning / +11% fire Changes damage: +45% physical Critical mult.: +58.00% Disarm immunity: +85% Life regen: +4.80 Stamina when hit: +6.70 Global speed: +5% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 55.5 - 77.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +40 temporal / +36 nature / +20 darkness Burst (radius 2) on crit: +8 light / +4 acid Damage against: +20% Living When wielded/worn: Accuracy: +104 (+27 eff.) Armour penetration: +78 Physical crit. chance: +100.0% Physical power: +30 (+5 eff.) Defense: +42 (+13 eff.) Fatigue: -4% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 light / 8 acid Changes stats: +3 Str / +12 Dex / +1 Cun / +6 Con Changes resistances: +6% acid / +9% lightning / +9% light / +6% darkness Changes resistances penetration: +69% physical / +24% mind / +30% darkness Changes damage: +3% acid / +30% physical Critical mult.: +40.00% Disarm immunity: +183% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 80.5 - 112.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 31% chance to corrode armour by 30% * 29% chance to cause random gloom * Projects up to 14 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 14 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 14 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 14 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 14 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown Damage (Melee): +113 insidious poison / +36 temporal / +8 lightning / +25 mind / +32 nature Burst (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +29 (+9 eff.) Armour penetration: +69 Physical crit. chance: +15.0% Effects on melee hit: * 45% chance to blind Changes stats: +7 Dex / +7 Wil / +7 Cun Changes resistances: +6% acid / +9% cold / +10% all Changes resistances penetration: +15% acid / +58% physical / +15% nature / +10% fire Changes damage: +15% lightning / +41% physical Critical mult.: +20.00% Spell save: +21 (+7 eff.) Life regen: +2.50 Sharp, long, and deadly. |
![]() Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 95.0 - 133.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 60% chance to daze at end of turn * 30% chance to cause random gloom * 30 arcane resource burn * Slows global speed by 40% * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +55 insidious poison / +18 temporal / +17 nature / +25 mind Burst (radius 1) on hit: +20 acid When wielded/worn: Accuracy: +45 (+13 eff.) Armour penetration: +87 Physical crit. chance: +110.0% Physical power: +15 (+2 eff.) Changes stats: +13 Dex / +7 Wil / +7 Cun / +7 Con Changes resistances: +12% cold / +6% fire Changes resistances penetration: +58% physical / +15% mind / +15% darkness Changes damage: +30% physical Grants telepathy: Humanoid/Orc Critical mult.: +56.00% Disarm immunity: +35% Psi when hit: +0.16 Mindpower: +6 (+1 eff.) Sharp, long, and deadly. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 84.5 - 118.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +4 acid / +19 temporal / +20 nature Burst (radius 2) on crit: +30 ice When wielded/worn: Accuracy: +67 (+18 eff.) Armour penetration: +68 Physical crit. chance: +42.0% Physical power: +43 (+7 eff.) Armour: +15 Defense: +17 (+5 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +4 Str / +19 Con Changes resistances: +6% darkness / +3% physical Changes resistances penetration: +11% cold / +105% physical / +15% mind / +15% darkness Changes damage: +43% physical Critical mult.: +6.00% Disarm immunity: +139% Stamina when hit: +2.50 Maximum stamina: +5.00 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 73.5 - 102.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to daze at end of turn * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +37 insidious poison / +38 temporal / +37 nature When wielded/worn: Accuracy: +83 (+22 eff.) Armour penetration: +59 Physical crit. chance: +27.0% Physical power: +30 (+5 eff.) Defense: +13 (+4 eff.) Effects on melee hit: * 28 arcane resource burn Changes stats: +25 Str / +4 Dex / +4 Mag / +4 Wil / +6 Cun / +14 Con Changes resistances penetration: +10% lightning / +60% physical / +38% mind / +39% darkness Changes damage: +58% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +16.00% Physical save: +6 (+1 eff.) Blindness immunity: +10% Disarm immunity: +77% Stamina when hit: +5.90 Only die when reaching: -113.00 life Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 74.5 - 104.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 70% chance to cause random gloom * Projects up to 12 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 12 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * Projects up to 12 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 12 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +54 insidious poison / +20 temporal / +50 mind / +15 nature Burst (radius 2) on crit: +30 ice / +16 mind / +12 nature When wielded/worn: Accuracy: +73 (+20 eff.) Armour penetration: +26 Physical crit. chance: +72.0% Physical power: +30 (+5 eff.) Armour: +13 Defense: +30 (+10 eff.) Changes stats: +12 Str / +2 Mag / +16 Wil / +14 Cun / +13 Con Changes resistances: +12% cold / +3% fire / +6% nature / +3% temporal Changes resistances penetration: +13% darkness / +14% cold / +15% mind / +40% physical Changes damage: +3% mind / +30% physical Grants telepathy: Humanoid/Orc Critical mult.: +20.00% Disarm immunity: +164% Stamina when hit: +5.00 Light radius: +2 Infravision radius: +2 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 30% chance to cause random gloom * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +58 temporal / +18 darkness / +25 mind / +45 nature Damage against: +16% Living When wielded/worn: Accuracy: +80 (+21 eff.) Armour penetration: +67 Physical crit. chance: +103.0% Physical power: +75 (+12 eff.) Armour: +6 Defense: +39 (+13 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +12 Str / +7 Wil / +7 Cun / +13 Con Changes resistances: +6% acid / +9% nature Changes resistances penetration: +83% physical Changes damage: +44% physical Critical mult.: +15.00% Disarm immunity: +165% Stamina when hit: +2.40 Maximum life: +50.00 Light radius: +1 Healing mod.: +15% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 30% chance to cause random gloom * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * cripple the target * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage Shield penetration (this weapon only): +10% Damage (Melee): +109 insidious poison / +25 mind Burst (radius 1) on hit: +8 physical When wielded/worn: Accuracy: +114 (+29 eff.) Armour penetration: +60 Physical crit. chance: +41.0% Physical power: +66 (+11 eff.) Armour: +10 Defense: +30 (+10 eff.) Changes stats: +13 Str / +15 Dex / +9 Wil / +4 Cun / +17 Con Changes resistances: +9% light / +20% all Changes resistances penetration: +30% nature / +87% physical Changes damage: +44% physical Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Mental save: +40 (+8 eff.) Disarm immunity: +192% Stamina when hit: +4.20 See invisible: +6 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 86.5 - 121.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +9.0% Attack speed: 167% On weapon hit: * 35% chance to corrode armour by 30% * Slows global speed by 60% * 44% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +54 insidious poison / +20 physical / +18 nature / +20 temporal Burst (radius 2) on crit: +19 fire When wielded/worn: Accuracy: +115 (+29 eff.) Armour penetration: +90 Physical crit. chance: +81.0% Physical power: +30 (+5 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +8 Str / +36 Dex / +8 Mag / +8 Wil / +7 Cun / +14 Con Changes resistances: +9% darkness Changes resistances penetration: +30% lightning / +79% physical / +15% acid / +15% fire Changes damage: +9% mind Critical mult.: +40.00% Spell save: +30 (+10 eff.) Poison immunity: +10% Disarm immunity: +35% Stun/Freeze immunity: +10% Life regen: +2.50 Maximum life: +40.00 Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 69.5 - 97.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +102 insidious poison / +33 temporal / +40 nature Burst (radius 2) on crit: +55 ice / +20 fire / +8 mind When wielded/worn: Accuracy: +79 (+21 eff.) Armour penetration: +54 Physical crit. chance: +43.0% Physical power: +45 (+7 eff.) Armour: +32 Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 4 mind Changes stats: +14 Str / +13 Dex / +7 Con Changes resistances: +3% darkness / +30% all Changes resistances penetration: +26% cold / +8% fire / +40% nature / +73% physical Changes damage: +54% physical Grants telepathy: Dragon Blindness immunity: +5% Cut immunity: +10% Disarm immunity: +35% Stamina when hit: +4.90 Equilibrium when hit: +0.08 Psi when hit: +0.12 Maximum psi: +50.00 Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 72.5 - 101.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 65% chance to corrode armour by 30% * 60% chance to daze at end of turn * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +51 insidious poison Burst (radius 2) on crit: +12 nature / +37 fire When wielded/worn: Accuracy: +67 (+18 eff.) Armour penetration: +54 Physical crit. chance: +101.0% Physical power: +58 (+10 eff.) Defense: +15 (+5 eff.) Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Damage when hit (Melee): 8 physical Changes stats: +10 Str / +9 Con Changes resistances: +4% physical / +10% arcane / +10% all Changes resistances penetration: +30% acid / +29% fire / +15% nature / +54% physical Changes damage: +19% physical Critical mult.: +20.00% Disarm immunity: +85% Life regen: +5.00 Stamina each turn: +0.40 Stamina when hit: +1.70 Global speed: +11% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 56.0 - 78.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 35% chance to corrode armour by 30% * Projects up to 8 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 8 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * 25% chance to put talents on cooldown * Projects up to 8 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +57 insidious poison / +36 temporal / +34 nature Burst (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +114 (+29 eff.) Armour penetration: +89 Physical crit. chance: +27.0% Physical power: +15 (+2 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 30% * 15% chance to daze at end of turn Changes stats: +13 Str / +6 Dex / +7 Con Changes resistances: +9% acid / +15% temporal / +9% light Changes resistances penetration: +14% acid / +99% physical / +41% mind / +41% darkness Changes damage: +9% lightning / +40% physical Grants telepathy: Dragon Disarm immunity: +34% Pinning immunity: +25% Life regen: +2.30 Stamina when hit: +5.00 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 90.0 - 126.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 35% chance to daze at end of turn * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +60 insidious poison / +8 darkness / +20 nature / +16 temporal When wielded/worn: Accuracy: +89 (+24 eff.) Armour penetration: +87 Physical crit. chance: +100.0% Physical power: +15 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +20 Str / +11 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +6% fire / +9% temporal / +20% all Changes resistances penetration: +15% lightning / +42% physical / +30% nature Changes damage: +29% physical / +9% darkness / +6% mind Critical mult.: +55.00% Spell save: +30 (+10 eff.) Mental save: +18 (+4 eff.) Poison immunity: +10% Disarm immunity: +15% Knockback immunity: +15% Stamina when hit: +4.10 Only die when reaching: -80.00 life Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stats: 40% Wil, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 35% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * cripple the target * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +34 darkness / +60 nature / +47 temporal Burst (radius 2) on crit: +30 ice / +24 light Damage against: +34% Living When wielded/worn: Accuracy: +68 (+18 eff.) Armour penetration: +75 Physical crit. chance: +101.0% Physical power: +29 (+5 eff.) Armour: +15 Defense: +15 (+5 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +11 Str / +11 Dex / +4 Mag / +4 Wil / +4 Cun / +11 Con Changes resistances: +12% lightning / +6% mind / +5% arcane / +10% all Changes resistances penetration: +15% lightning / +58% physical / +11% cold / +15% nature / +5% mind Changes damage: +12% mind / +28% physical Critical mult.: +39.00% Reduces incoming crit damage: 15.00% Disarm immunity: +83% Confusion immunity: +10% Pinning immunity: +5% Stamina when hit: +2.20 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 54.0 - 75.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 35% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +59 nature / +46 temporal Burst (radius 2) on crit: +60 ice / +8 darkness When wielded/worn: Accuracy: +74 (+20 eff.) Armour penetration: +87 Physical crit. chance: +43.0% Physical power: +12 (+2 eff.) Armour: +29 Defense: +24 (+8 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +11 Str / +9 Dex / +4 Mag / +4 Wil / +4 Cun / +10 Con Changes resistances: +12% lightning / +9% cold / +6% nature / +17% all Changes resistances penetration: +14% lightning / +27% cold / +28% nature / +53% physical Changes damage: +29% physical Critical mult.: +59.00% Spell save: +6 (+2 eff.) Poison immunity: +10% Disarm immunity: +85% Stamina when hit: +2.20 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 70.5 - 98.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +20 darkness / +12 lightning Burst (radius 2) on crit: +30 ice Damage against: +18% Living When wielded/worn: Accuracy: +59 (+16 eff.) Armour penetration: +74 Physical crit. chance: +53.0% Armour: +14 Defense: +13 (+4 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes stats: +12 Dex Changes resistances: +6% cold / +6% darkness / +12% mind / +9% blight / +12% fire / +6% nature / +19% all Changes resistances penetration: +60% physical / +28% darkness / +15% cold / +30% nature / +49% mind Changes damage: +3% acid / +42% physical / +3% lightning Critical mult.: +20.00% Spell save: +15 (+5 eff.) Disarm immunity: +50% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 35% chance to corrode armour by 30% * 32% chance to cause random gloom * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +30% Damage (Melee): +4 lightning / +20 temporal / +59 darkness / +22 mind / +20 nature Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +8 lightning Damage against: +55% Living When wielded/worn: Accuracy: +72 (+19 eff.) Armour penetration: +58 Physical crit. chance: +63.0% Physical power: +13 (+2 eff.) Armour: +8 Defense: +29 (+9 eff.) Changes stats: +7 Dex / +7 Wil / +7 Cun / +5 Con Changes resistances: +6% temporal / +10% arcane / +29% all Changes resistances penetration: +15% acid / +54% physical / +45% nature Changes damage: +12% lightning / +26% physical Critical mult.: +20.00% Spell save: +9 (+3 eff.) Disarm immunity: +133% Life regen: +2.30 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 82.5 - 115.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * 24% chance to corrode armour by 30% * 20 arcane resource burn * 35% chance to daze at end of turn * 20% chance to torment the target * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +50 insidious poison / +17 temporal / +20 nature Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +41 (+12 eff.) Armour penetration: +47 Physical crit. chance: +92.0% Physical power: +15 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 lightning Changes stats: +4 Str / +11 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +9% blight / +3% cold / +5% physical / +10% all Changes resistances penetration: +13% lightning / +44% physical / +44% darkness / +15% acid / +14% fire / +15% nature / +43% mind Changes damage: +9% mind / +11% physical Life regen: +2.50 Mindpower: +4 (+1 eff.) Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 167% On weapon hit: * 35% chance to daze at end of turn * Projects up to 4 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 4 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +15 darkness / +36 nature / +36 temporal Burst (radius 2) on crit: +30 ice / +20 fire Damage against: +19% Living When wielded/worn: Accuracy: +124 (+31 eff.) Armour penetration: +49 Physical crit. chance: +87.0% Physical power: +23 (+4 eff.) Armour: +24 Defense: +25 (+8 eff.) Changes stats: +7 Str / +33 Dex / +3 Mag / +6 Wil / +3 Cun / +4 Con Changes resistances penetration: +14% lightning / +59% physical / +15% darkness / +15% fire / +15% cold Changes damage: +12% darkness / +14% physical Silence immunity: +20% Disarm immunity: +91% Confusion immunity: +15% Light radius: +3 Infravision radius: +5 Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 35% chance to cause random gloom * 20 arcane resource burn * 20% chance to torment the target * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +45 insidious poison / +36 temporal / +18 darkness / +32 nature / +25 mind Burst (radius 1) on hit: +16 lightning Burst (radius 2) on crit: +20 fire Damage against: +20% Living When wielded/worn: Accuracy: +112 (+28 eff.) Armour penetration: +57 Physical crit. chance: +44.0% Physical power: +42 (+7 eff.) Defense: +30 (+10 eff.) Changes stats: +12 Str / +13 Dex / +7 Wil / +7 Cun / +12 Con Changes resistances: +6% acid / +2% physical / +6% mind / +21% lightning Changes resistances penetration: +15% fire / +87% physical / +38% mind / +45% darkness Changes damage: +28% physical Disarm immunity: +161% Confusion immunity: +10% Pinning immunity: +10% Stamina when hit: +2.30 Light radius: +3 Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 71.5 - 100.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to daze at end of turn * Slows global speed by 56% * 29% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +38 temporal / +17 darkness / +26 nature / +25 mind Burst (radius 2) on crit: +30 ice / +18 fire Damage against: +9% Living When wielded/worn: Accuracy: +30 (+9 eff.) Armour penetration: +71 Physical crit. chance: +30.0% Armour: +15 Damage when hit (Melee): 12 mind Changes stats: +4 Str / +4 Dex / +4 Mag / +11 Wil / +11 Cun / +2 Con Changes resistances: +3% acid / +6% darkness / +6% blight / +6% fire / +27% all Changes resistances penetration: +14% lightning / +59% physical / +10% light / +15% cold / +44% nature / +14% fire Changes damage: +30% physical Critical mult.: +20.00% Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 58.0 - 81.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 35% chance to corrode armour by 30% * 29% chance to daze at end of turn * 40 arcane resource burn * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +43 insidious poison / +18 darkness Burst (radius 2) on crit: +35 fire Damage against: +15% Living When wielded/worn: Accuracy: +45 (+13 eff.) Armour penetration: +27 Physical crit. chance: +14.0% Physical power: +12 (+2 eff.) Armour: +4 Defense: +14 (+4 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +4 Str / +10 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +6% blight / +3% nature / +16% all Changes resistances penetration: +15% lightning / +25% physical / +41% darkness / +13% acid / +30% fire / +44% mind / +28% nature Changes damage: +15% physical Reduces incoming crit damage: 5.00% Blindness immunity: +20% Disarm immunity: +49% Life regen: +1.70 Only die when reaching: -80.00 life Global speed: +12% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 74.5 - 104.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour by 30% * 35% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +8 acid / +17 darkness / +25 mind / +38 nature / +36 temporal Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +8 physical / +20 fire Damage against: +16% Living When wielded/worn: Accuracy: +30 (+9 eff.) Armour penetration: +29 Physical crit. chance: +160.0% Physical power: +42 (+7 eff.) Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Changes stats: +7 Cun / +7 Wil Changes resistances: +4% physical / +6% darkness / +9% all Changes resistances penetration: +15% acid / +26% physical / +15% darkness / +15% fire / +15% nature / +15% mind Changes damage: +15% lightning Physical save: +12 (+2 eff.) Life regen: +1.60 Stamina each turn: +0.40 Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 56.0 - 78.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 35% chance to cause random gloom * 20% chance to torment the target On weapon crit: * cripple the target * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +19 temporal / +36 darkness / +19 nature / +23 mind Burst (radius 2) on crit: +20 fire Damage against: +31% Living When wielded/worn: Accuracy: +60 (+16 eff.) Armour penetration: +57 Physical crit. chance: +115.0% Physical power: +56 (+9 eff.) Armour: +6 Defense: +17 (+5 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +7 Str / +7 Dex / +8 Wil / +7 Cun / +7 Con Changes resistances: +3% lightning / +4% physical / +9% mind / +3% darkness Changes resistances penetration: +30% physical / +14% darkness / +12% fire / +15% mind / +10% nature Changes damage: +15% physical Critical mult.: +55.00% Disarm immunity: +79% Stamina when hit: +2.10 Infravision radius: +2 Global speed: +6% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 55.5 - 77.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 33% chance to corrode armour by 30% * 24% chance to cause random gloom * 40% chance to daze at end of turn * 56% chance to blind * 20 arcane resource burn * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +39 nature / +4 light / +35 temporal / +25 mind When wielded/worn: Accuracy: +120 (+30 eff.) Armour penetration: +104 Physical crit. chance: +29.0% Physical power: +15 (+2 eff.) Effects on melee hit: * 42% chance to daze at end of turn Damage when hit (Melee): 12 fire Changes stats: +25 Str / +7 Wil / +7 Cun / +7 Con Changes resistances: +3% lightning Changes resistances penetration: +13% acid / +98% physical / +15% mind / +14% darkness Changes damage: +3% lightning / +78% physical / +3% light Critical mult.: +20.00% Spell save: +6 (+2 eff.) Disarm immunity: +35% Life regen: +2.50 Stamina when hit: +9.10 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 143% On weapon hit: * 40% chance to inflict 15% damage reduction * Slows global speed by 60% * 35% chance to cause random gloom * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * cripple the target Damage (Melee): +20 temporal / +31 darkness / +20 nature / +19 mind Burst (radius 2) on crit: +16 fire Damage against: +36% Living When wielded/worn: Accuracy: +120 (+30 eff.) Armour penetration: +42 Physical crit. chance: +85.0% Physical power: +29 (+5 eff.) Defense: +29 (+9 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 60% chance to corrode armour by 30% Changes stats: +14 Str / +16 Dex / +7 Wil / +6 Cun Changes resistances: +10% arcane / +6% light Changes resistances penetration: +9% fire / +30% physical / +30% mind / +30% darkness Changes damage: +43% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +17.00% Disarm immunity: +108% Stamina when hit: +4.40 Mindpower: +6 (+1 eff.) Global speed: +6% Heals friendly targets nearby when you use a nature summon: +30 Sharp, long, and deadly. |
![]() Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+2 eff.) It can be used to activate talent Rush (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
![]() Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 54 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 65% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 68 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 80% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
![]() Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 100% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 22 power out of 30/30) : Effective talent level: 3.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 95.54 mind damage, 90.94 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 8.77 mind and 8.35 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save Damage against: +0% Undead / +0% Demon / +0% Horror When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+5 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns, costing 23 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. This item has been sent to the Item's Vault. This object's appearance was changed to Eye of the Wyrm. |
![]() Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+1 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Lightning Breath (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 201.18 to 603.54 lightning damage, and have a 53% chance to be dazed for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 75% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 15 power out of 16/16) : Effective talent level: 4.0 Power cost: 15 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 29 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 75% Wil, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+1 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This parasitic mindstar will draw strength from other psionic mindstars. This natural lightning should be returned to the wyrm. Base power: 15.0 - 16.5 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage against: +0% Undead / +0% Demon / +0% Horror When wielded/worn: Damage when hit (Melee): 20 lightning / 9 mind / 10 darkness Changes stats: +4 Str / +4 Dex / +4 Mag / +6 Wil / +4 Cun / +4 Con Changes resistances: +14% lightning / +3% fire / +6% cold / +9% blight Changes resistances penetration: +20% lightning / +20% light Changes damage: +20% lightning / +29% mind / +8% darkness Critical mult.: +45.00% Hate when firing a critical mind attack: +8.00 Maximum hate: +25.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +10% Life leech chance: +25% Life leech: +25% 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. This object's appearance was changed to Eye of the Wyrm. |
![]() Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 80% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+3 eff.) Spell crit. chance: +12% Mindpower: +12 (+2 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian and the tentacles strike out with them like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This mindstar projects psionic energy if enough is absorbed. This natural frost should be returned to the wyrm. The natural wyrm seeks an element. This natural lightning should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage against: +0% Undead / +0% Demon / +0% Horror When wielded/worn: Armour: +20 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 27 lightning / 10 physical / 10 acid / 10 fire / 10 cold / 40 ice Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +30% lightning / +10% physical / +6% darkness / +10% fire / +44% cold / +9% mind / +9% acid Changes resistances penetration: +20% lightning / +39% cold / +15% mind / +15% darkness Changes damage: +44% lightning / +25% darkness / +10% acid / +62% cold / +22% mind / +25% fire Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +10 (+2 eff.) Poison immunity: +5% Disease immunity: +20% Cut immunity: +5% Silence immunity: +10% Life regen: +1.60 Equilibrium when hit: +4.40 Maximum life: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. This harmonious mindstar will complement other natural mindstars. This natural lightning should be returned to the wyrm. This natural frost should be returned to the wyrm. This psionic mindstar dreams of an epiphany. This honing mindstar will focus other psionic mindstars. This natural fire should be returned to the wyrm. The natural wyrm seeks an element. Base power: 15.5 - 17.1 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +19.0% Attack speed: 100% On weapon hit: * Slows global speed by 15% * 18% chance to corrode armour by 30% Damage Shield penetration (this weapon only): +40% When wielded/worn: Armour: +8 Damage when hit (Melee): 20 ice / 10 physical / 7 darkness / 25 lightning / 29 fire / 6 cold / 9 mind / 9 acid Changes stats: +4 Str / +4 Dex / +4 Mag / +18 Wil / +20 Cun / +6 Con Changes resistances: +55% lightning / +9% temporal / +55% fire / +20% nature / +10% acid / +29% physical / +10% blight / +48% cold / +67% mind Changes resistances penetration: +20% lightning / +20% physical / +17% cold / +20% nature / +20% fire Changes damage: +19% lightning / +20% physical / +9% darkness / +9% acid / +27% nature / +20% fire / +9% mind / +20% cold Talent masteries: +0.30 Wild-gift / Harmony +0.20 Psionic / Absorption +0.20 Psionic / Voracity Critical mult.: +22.00% Physical save: +50 (+10 eff.) Spell save: +10 (+4 eff.) Mental save: +39 (+8 eff.) Disease immunity: +20% Equilibrium when hit: +9.70 Maximum psi: +121.00 Mindpower: +22 (+4 eff.) Mental crit. chance: +7% Global speed: +6% Healing mod.: +15% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. This psionic mindstar has an epiphany about dreams. This natural fire should be returned to the wyrm. This natural mindstar summons a caller. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40 arcane resource burn Burst (radius 1) on hit: +4 acid When wielded/worn: Armour: +2 Damage when hit (Melee): 20 fire Changes resistances: +6% darkness / +26% fire Changes resistances penetration: +10% acid / +29% fire / +10% cold / +10% physical Changes damage: +24% acid / +13% physical / +35% fire / +46% mind / +15% cold Physical save: +39 (+8 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +4.80 Only die when reaching: -60.00 life Mindpower: +55 (+9 eff.) Mental crit. chance: +21% Global speed: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +59.0% Armour: +4 Defense: +30 (+10 eff.) Effects on melee hit: * 38% chance to blind Changes stats: +87 Con Changes resistances: +9% darkness Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +75.00% Physical save: +20 (+4 eff.) Spell save: +3 (+1 eff.) Life regen: +25.00 Only die when reaching: -60.00 life Maximum stamina: +20.00 Spellpower: +131 (+21 eff.) Spell crit. chance: +5% Light radius: +10 Healing mod.: +352% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 50.09 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +28 (+8 eff.) Physical crit. chance: +50.0% Physical power: +29 (+5 eff.) Defense: +29 (+9 eff.) Effects on melee hit: * 28 arcane resource burn * 39% chance to blind Changes stats: +21 Con Changes resistances: +6% light Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +70.00% Spell save: +9 (+3 eff.) Life regen: +5.70 Maximum stamina: +20.00 Maximum psi: +20.00 Spellpower: +64 (+12 eff.) Spell crit. chance: +13% Light radius: +10 Healing mod.: +84% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 50.09 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +29 (+9 eff.) Armour penetration: +4 Physical crit. chance: +35.0% Physical power: +28 (+5 eff.) Defense: +28 (+9 eff.) Effects on melee hit: * 40% chance to blind Changes stats: +4 Dex / +27 Con Changes resistances: +12% acid / +6% blight Changes damage: +30% arcane / +3% fire Talent granted: +1 Command Staff Critical mult.: +46.00% Life regen: +8.00 Spellpower: +73 (+14 eff.) Spell crit. chance: +12% Light radius: +9 Healing mod.: +128% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 50.09 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn * 40% chance to cause random gloom Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +55.0% Physical power: +15 (+2 eff.) Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +28 Con Changes resistances: +3% blight / +7% arcane / +6% darkness Changes resistances penetration: +5% mind Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +74.00% Mental save: +3 (+1 eff.) Life regen: +7.40 Spellpower: +64 (+12 eff.) Spell crit. chance: +9% Light radius: +5 Healing mod.: +108% Heals friendly targets nearby when you use a nature summon: +40 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 50.09 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +5.0% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Accuracy: +58 (+16 eff.) Physical crit. chance: +93.0% Physical power: +53 (+9 eff.) Armour: +2 Defense: +69 (+20 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 100% chance to blind Changes stats: +46 Con Changes resistances: +3% temporal / +9% nature / +6% mind Changes damage: +30% lightning / +3% fire Talent granted: +1 Command Staff Critical mult.: +140.00% Life regen: +13.80 Spellpower: +119 (+20 eff.) Spell crit. chance: +21% Light radius: +25 Healing mod.: +202% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 67.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 110% 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 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 90.81 physical damage to all targets in line, and inflicting bleeding for another 45.40 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. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +5.0% procs dam / acc Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 100% Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +55 (+15 eff.) Physical crit. chance: +86.0% Physical power: +56 (+9 eff.) Defense: +44 (+14 eff.) Effects on melee hit: * 49% chance to blind Changes stats: +70 Con Changes resistances: +6% lightning / +9% nature Changes damage: +30% darkness Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +113.00% Mental save: +30 (+6 eff.) Life regen: +20.00 Maximum stamina: +10.00 Spellpower: +150 (+24 eff.) Spell crit. chance: +20% Light radius: +15 Healing mod.: +295% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 67.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +6.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +56 (+15 eff.) Physical crit. chance: +84.0% Physical power: +57 (+9 eff.) Defense: +45 (+14 eff.) Effects on melee hit: * 53% chance to blind Changes stats: +1 Wil / +61 Con Changes resistances: +3% acid / +9% cold / +9% nature / +9% temporal Changes damage: +30% lightning / +3% mind Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +116.00% Life regen: +16.40 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 Spellpower: +125 (+20 eff.) Spell crit. chance: +19% Mental crit. chance: +2% Light radius: +15 Healing mod.: +236% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 67.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stats: 150% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+5 eff.) It can be used to activate talent Arcane Supremacy (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 150% Mag, 40% Wil Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Spell / Necrotic minions +0.10 Spell / Shades +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis +0.10 Spell / Advanced necrotic minions Talent granted: +1 Command Staff Spellpower: +20 (+5 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +5.0% procs dam / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +4 lightning / +8 darkness Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +59 (+16 eff.) Physical crit. chance: +144.0% Physical power: +55 (+9 eff.) Armour: +2 Defense: +36 (+12 eff.) Effects on melee hit: * 47% chance to blind Changes stats: +40 Con Changes resistances penetration: +15% fire Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +194.00% Physical save: +29 (+6 eff.) Life regen: +11.80 Spellpower: +114 (+19 eff.) Spell crit. chance: +19% Light radius: +15 Healing mod.: +166% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 67.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +40.0% Physical power: +15 (+2 eff.) Armour: +4 Defense: +18 (+6 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 18% chance to blind Changes stats: +34 Con Changes resistances: +6% acid Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +52.00% Cut immunity: +15% Confusion immunity: +40% Teleport immunity: +10% Life regen: +9.60 Spellpower: +72 (+14 eff.) Spell crit. chance: +9% Light radius: +4 Healing mod.: +136% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 67.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 fire Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +29 (+9 eff.) Physical crit. chance: +50.0% Physical power: +28 (+5 eff.) Defense: +75 (+22 eff.) Effects on melee hit: * 90% chance to blind Changes stats: +74 Con Changes resistances: +9% mind / +3% lightning Changes damage: +39% light Talent granted: +1 Command Staff Critical mult.: +68.00% Life regen: +19.70 Spellpower: +141 (+22 eff.) Spell crit. chance: +13% Light radius: +25 Healing mod.: +319% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 67.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +37.0% Physical power: +15 (+2 eff.) Defense: +58 (+17 eff.) Effects on melee hit: * 20 arcane resource burn * 68% chance to blind Changes stats: +89 Con Changes resistances: +12% temporal / +3% nature / +9% fire Changes damage: +3% acid / +30% physical Talent granted: +1 Command Staff Critical mult.: +58.00% Life regen: +24.00 Spellpower: +151 (+24 eff.) Spell crit. chance: +9% Mindpower: +6 (+1 eff.) Light radius: +19 Healing mod.: +369% Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 67.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +5.0% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +8 acid Burst (radius 1) on hit: +12 darkness When wielded/worn: Accuracy: +60 (+16 eff.) Physical crit. chance: +108.0% Physical power: +56 (+9 eff.) Defense: +44 (+14 eff.) Effects on melee hit: * 28 arcane resource burn * 57% chance to blind Changes stats: +56 Con Changes resistances: +6% mind / +12% blight Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +150.00% Life regen: +15.40 Spellpower: +135 (+22 eff.) Spell crit. chance: +21% Light radius: +15 Healing mod.: +232% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 50.09 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +30 (+9 eff.) Physical crit. chance: +19.0% Physical power: +28 (+5 eff.) Defense: +96 (+27 eff.) Effects on melee hit: * 135% chance to blind Changes stats: +1 Cun / +71 Con Changes resistances: +3% cold / +6% temporal Changes resistances penetration: +10% darkness Changes damage: +6% mind / +30% fire Talent granted: +1 Command Staff Critical mult.: +25.00% Life regen: +20.50 Hate when firing a critical mind attack: +2.00 Spellpower: +141 (+22 eff.) Spell crit. chance: +13% Mental crit. chance: +1% Light radius: +34 Healing mod.: +314% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 50.09 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +5.0% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +57 (+16 eff.) Physical crit. chance: +82.0% Physical power: +60 (+10 eff.) Defense: +72 (+21 eff.) Effects on melee hit: * 88% chance to blind * 30% chance to inflict 15% damage reduction Changes stats: +3 Cun / +54 Con Changes resistances: +6% blight / +9% fire Changes damage: +30% blight / +3% acid Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +112.00% Spell save: +20 (+7 eff.) Life regen: +14.30 Spellpower: +130 (+21 eff.) Spell crit. chance: +21% Mental crit. chance: +3% Light radius: +25 Healing mod.: +222% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 67.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 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 (+3 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 18.52 to 55.56 lightning damage (based on Magic and Dexterity), costing 9 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Armour: +30 Defense: +33 (+11 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 12 lightning Changes stats: +6 Wil Changes resistances: +15% lightning / +23% temporal Changes resistances penetration: +10% acid Reduced damage from: +45% Summoned Critical mult.: +29.00% Physical save: +97 (+18 eff.) Mental save: +25 (+5 eff.) Disarm immunity: +15% Maximum life: +110.00 Mindpower: +24 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +25 (+4 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Str / +19 Dex / +3 Mag / +5 Wil / +18 Cun / +7 Con / +18 Lck Changes resistances: +15% lightning / +13% temporal / +7% arcane / +3% blight / +15% cold / +12% nature / +24% fire Changes resistances penetration: +20% physical Changes damage: +23% physical Trap disarming bonus: +57 Stealth bonus: +30 Physical save: +15 (+3 eff.) Spell save: +21 (+7 eff.) Mental save: +15 (+3 eff.) Maximum life: +96.00 Mental crit. chance: +15% Infravision radius: +12 Size category: +2 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 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 32% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +26 (+4 eff.) Fatigue: -8% Changes stats: +12 Str / +15 Dex / +10 Wil / +13 Cun / +9 Con Changes resistances: +10% acid / +9% darkness / +16% fire / +10% cold / +10% lightning Changes resistances penetration: +10% lightning / +19% physical Changes damage: +6% mind / +24% physical Grants telepathy: Dragon Critical mult.: +15.00% Physical save: +20 (+4 eff.) Spell save: +50 (+15 eff.) Mental save: +50 (+10 eff.) Mindpower: +16 (+3 eff.) Mental crit. chance: +15% Size category: +2 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +27.0% Physical power: +11 (+2 eff.) Changes stats: +17 Dex / +19 Cun / +18 Con / +10 Lck Changes resistances: +9% mind Changes resistances penetration: +25% mind / +30% physical Changes damage: +19% physical Trap disarming bonus: +30 Stealth bonus: +14 Spell save: +15 (+5 eff.) Mental save: +43 (+9 eff.) Confusion immunity: +20% Stun/Freeze immunity: +10% Life regen: +3.60 Mindpower: +29 (+5 eff.) Mental crit. chance: +32% Infravision radius: +6 Healing mod.: +28% Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +25.0% Physical power: +12 (+2 eff.) Defense: +23 (+7 eff.) Damage when hit (Melee): 4 mind Changes stats: +30 Dex / +1 Wil / +29 Cun / +30 Lck Changes resistances: +6% lightning / +27% fire / +15% cold Changes damage: +6% mind Reduced damage from: +30% Summoned Grants telepathy: Demon/Minor Demon/Major Trap disarming bonus: +82 Stealth bonus: +54 Spell save: +15 (+5 eff.) Mental save: +15 (+3 eff.) Psi when hit: +0.12 Mental crit. chance: +27% Infravision radius: +18 Size category: +1 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Fatigue: +0% Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Maximum encumbrance: +0 Mindpower: +12 (+2 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 28 arcane resource burn Changes stats: +17 Dex / +3 Wil / +17 Cun / +6 Con / +19 Lck Changes resistances: +28% fire / +27% cold Changes resistances penetration: +15% darkness Reduced damage from: +41% Summoned Critical mult.: +15.00% Trap disarming bonus: +60 Stealth bonus: +30 Physical save: +12 (+2 eff.) Spell save: +40 (+12 eff.) Mental save: +28 (+6 eff.) Mindpower: +22 (+4 eff.) Mental crit. chance: +17% Infravision radius: +12 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +25 Defense: +32 (+10 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +18 Dex / +17 Cun / +30 Lck Changes resistances: +6% blight / +9% mind / +6% darkness Changes resistances penetration: +20% physical Changes damage: +12% nature / +25% physical Reduces incoming crit damage: 15.00% Trap disarming bonus: +85 Stealth bonus: +43 Physical save: +46 (+9 eff.) Spell save: +15 (+5 eff.) Life regen: +3.50 Maximum life: +66.00 Infravision radius: +18 Healing mod.: +28% Size category: +1 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +38 (+6 eff.) Armour: +14 Defense: +15 (+5 eff.) Changes stats: +6 Str / +3 Mag / +12 Con Changes resistances: +19% acid / +2% physical / +24% cold / +20% fire / +19% lightning Changes damage: +6% light Critical mult.: +17.00% Reduces incoming crit damage: 21.00% Physical save: +31 (+6 eff.) Spell save: +40 (+12 eff.) Mental save: +14 (+3 eff.) Life regen: +3.60 Mindpower: +10 (+2 eff.) Healing mod.: +30% Size category: +3 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +39 (+6 eff.) Armour: +15 Defense: +38 (+12 eff.) Changes stats: +6 Str / +2 Mag / +6 Wil / +12 Con Changes resistances: +10% acid / +10% fire / +10% lightning / +10% cold Critical mult.: +12.00% Stealth bonus: +15 Physical save: +39 (+8 eff.) Spell save: +30 (+10 eff.) Mental save: +28 (+6 eff.) Blindness immunity: +20% Disease immunity: +15% Psi when hit: +0.24 Hate when firing a critical mind attack: +3.00 Maximum life: +84.00 Mindpower: +10 (+2 eff.) Light radius: +3 Size category: +3 A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +23.0% Physical power: +18 (+3 eff.) Armour: +23 Defense: +14 (+4 eff.) Effects on melee hit: * 28 arcane resource burn Changes stats: +3 Str / +12 Dex / +12 Cun / +10 Lck Changes resistances: +6% mind / +6% lightning Reduced damage from: +81% Summoned Critical mult.: +14.00% Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +54 (+11 eff.) Spell save: +15 (+5 eff.) Maximum life: +20.00 Mindpower: +24 (+4 eff.) Mental crit. chance: +12% Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +59 (+16 eff.) Armour: +19 Defense: +33 (+11 eff.) Fatigue: -19% Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Str / +12 Dex / +10 Cun / +6 Con Changes resistances: +16% acid / +9% temporal / +9% light / +19% fire / +9% cold / +3% mind / +10% lightning Grants telepathy: Humanoid/Orc Talent mastery: +0.30 Technique / Combat training Physical save: +63 (+12 eff.) Spell save: +20 (+7 eff.) Mental save: +56 (+11 eff.) Stamina each turn: +1.30 Mana each turn: -0.60 Only die when reaching: -50.00 life Maximum life: +220.00 Maximum stamina: +78.00 Light radius: +1 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +45 (+13 eff.) Armour penetration: +10 Armour: +39 Defense: +58 (+17 eff.) Fatigue: -9% Changes stats: +36 Str / +14 Dex / +18 Wil / +21 Cun / +35 Con Changes resistances: +9% blight / +30% cold / +21% acid Changes damage: +6% mind Grants telepathy: Dragon Talent mastery: +0.40 Technique / Combat training Critical mult.: +6.00% Physical save: +189 (+34 eff.) Spell save: +48 (+14 eff.) Mental save: +151 (+27 eff.) Stamina each turn: +1.20 Mana each turn: -0.44 Only die when reaching: -200.00 life Maximum life: +463.00 Maximum stamina: +55.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +23% See invisible: +9 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +62 (+17 eff.) Armour penetration: +29 Physical crit. chance: +10.0% Physical power: +5 (+1 eff.) Armour: +22 Defense: +67 (+20 eff.) Fatigue: -13% Changes stats: +6 Str / +17 Dex / +11 Wil / +29 Cun / +8 Con Changes resistances: +19% acid / +18% lightning / +94% light / +52% cold / +17% blight / +126% fire / +17% nature / +24% darkness Changes resistances penetration: +20% darkness Changes damage: +25% darkness / +9% mind Reduces incoming crit damage: 20.00% Stealth bonus: +81 Physical save: +70 (+14 eff.) Spell save: +21 (+7 eff.) Mental save: +40 (+8 eff.) Life regen: +3.40 Only die when reaching: -50.00 life Maximum life: +450.00 Maximum stamina: +40.00 Mental crit. chance: +16% Light radius: +3 Infravision radius: +4 Healing mod.: +58% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +18 Physical power: +4 (+1 eff.) Defense: +12 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +10 Str / +15 Dex / +6 Wil / +22 Cun / +13 Con Changes resistances: +20% blight / +23% nature / +6% darkness Changes damage: +12% mind Physical save: +30 (+6 eff.) Mental save: +15 (+3 eff.) Life regen: +2.70 Hate when firing a critical mind attack: +3.00 Only die when reaching: -50.00 life Maximum life: +159.00 Mental crit. chance: +8% Healing mod.: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +11 Defense: +13 (+4 eff.) Fatigue: -7% Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Str / +4 Dex / +6 Wil / +14 Cun / +6 Con Changes resistances: +3% temporal / +25% darkness / +30% cold / +18% blight / +24% fire / +17% nature / +22% light Changes resistances penetration: +20% darkness / +10% mind Changes damage: +25% darkness Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Stealth bonus: +36 Physical save: +15 (+3 eff.) Life regen: +3.00 Equilibrium when hit: +0.08 Maximum life: +146.00 Mental crit. chance: +10% Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +65 (+18 eff.) Armour penetration: +29 Armour: +38 Defense: +23 (+7 eff.) Fatigue: -9% Damage when hit (Melee): 16 mind Changes stats: +21 Str / +24 Dex / +4 Mag / +12 Wil / +28 Cun / +19 Con Changes resistances: +45% acid / +50% light / +34% darkness / +125% cold / +39% blight / +78% fire / +40% nature / +40% lightning Changes resistances penetration: +20% darkness / +10% nature Changes damage: +22% darkness Talent mastery: +0.40 Technique / Combat training Reduces incoming crit damage: 15.00% Stealth bonus: +55 Physical save: +43 (+8 eff.) Spell save: -18 (-6 eff.) Mental save: +30 (+6 eff.) Life regen: +6.00 Stamina each turn: +1.50 Mana each turn: -0.59 Hate when firing a critical mind attack: +2.00 Only die when reaching: -100.00 life Maximum life: +280.00 Maximum stamina: +36.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +16% Healing mod.: +56% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +45 (+13 eff.) Armour penetration: +10 Armour: +13 Defense: +13 (+4 eff.) Fatigue: -10% Damage when hit (Melee): 12 lightning Changes stats: +10 Dex / +2 Wil / +10 Cun Changes resistances: +12% lightning / +25% darkness / +25% light / +23% fire / +15% nature / +39% cold Changes resistances penetration: +17% darkness Changes damage: +25% darkness Reduces incoming crit damage: 10.00% Stealth bonus: +30 Physical save: +45 (+9 eff.) Mental save: +43 (+9 eff.) Only die when reaching: -150.00 life Maximum life: +100.00 Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Physical save: +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 331 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 103 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +44 (+12 eff.) Armour penetration: +20 Defense: +27 (+9 eff.) Fatigue: -10% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 20 light Changes stats: +34 Str / +36 Dex / +22 Wil / +40 Cun / +33 Con Changes resistances: +29% lightning / +6% temporal / +20% light / +55% fire / +18% nature / +29% acid / +18% blight / +30% cold / +10% arcane Changes damage: +6% light / +30% physical Talent mastery: +0.80 Technique / Combat training Critical mult.: +6.00% Stealth bonus: +15 Physical save: +118 (+22 eff.) Spell save: -59 (-23 eff.) Mental save: +30 (+6 eff.) Life regen: +3.00 Stamina each turn: +3.00 Mana each turn: -1.20 Only die when reaching: -100.00 life Maximum life: +500.00 Maximum stamina: +31.00 Mental crit. chance: +31% Healing mod.: +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +55 (+17 eff.) Fatigue: -8% Changes stats: +29 Str / +23 Dex / +7 Wil / +17 Cun / +28 Con Changes resistances: +28% acid / +12% temporal / +75% light / +39% lightning / +52% blight / +101% fire / +60% nature / +29% cold Changes resistances penetration: +15% light Changes damage: +6% nature / +9% mind Talent mastery: +0.40 Technique / Combat training Stealth bonus: +45 Physical save: +125 (+23 eff.) Spell save: -4 (-1 eff.) Mental save: +69 (+14 eff.) Life regen: +8.20 Stamina each turn: +1.50 Mana each turn: -0.60 Only die when reaching: -150.00 life Maximum life: +372.00 Mental crit. chance: +8% Healing mod.: +75% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +128 (+32 eff.) Armour penetration: +25 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +45 Defense: +75 (+22 eff.) Fatigue: -35% Effects on melee hit: * Slows global speed by 45% Changes stats: +3 Str / +11 Dex / +22 Wil / +37 Cun / +5 Con Changes resistances: +39% acid / +76% light / +28% lightning / +26% blight / +82% cold / +17% nature / +102% fire Changes resistances penetration: +25% light Changes damage: +9% lightning Critical mult.: +27.00% Stealth bonus: +55 Physical save: +65 (+13 eff.) Spell save: +45 (+14 eff.) Mental save: +50 (+10 eff.) Life regen: +3.00 Maximum life: +353.00 Maximum stamina: +105.00 Mental crit. chance: +31% Light radius: +3 Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +47 (+13 eff.) Armour penetration: +52 Armour: +47 Defense: +32 (+10 eff.) Changes stats: +13 Str / +18 Dex / +17 Wil / +35 Cun / +14 Con Changes resistances: +25% acid / +74% cold / +34% darkness / +12% mind / +39% blight / +19% fire / +46% nature / +20% lightning Changes resistances penetration: +25% lightning / +5% fire / +17% darkness Changes damage: +23% darkness / +6% fire Critical mult.: +86.00% Stealth bonus: +61 Physical save: +95 (+18 eff.) Spell save: +44 (+13 eff.) Mental save: +80 (+15 eff.) Disarm immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +10% Life regen: +5.90 Only die when reaching: -100.00 life Maximum life: +110.00 Mental crit. chance: +23% Healing mod.: +60% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+10 eff.) Armour penetration: +28 Armour: +10 Defense: +81 (+23 eff.) Damage when hit (Melee): 8 darkness Changes stats: +16 Str / +26 Dex / +6 Wil / +26 Cun / +16 Con Changes resistances: +34% lightning / +49% light / +57% fire / +20% nature / +16% acid / +27% blight / +10% cold / +9% mind / +84% darkness Changes resistances penetration: +53% darkness / +25% nature Changes damage: +60% darkness Talent mastery: +0.40 Technique / Combat training Critical mult.: +26.00% Stealth bonus: +106 Physical save: +130 (+24 eff.) Spell save: -3 (-1 eff.) Mental save: +66 (+13 eff.) Life regen: +2.90 Stamina each turn: +1.50 Mana each turn: -0.59 Only die when reaching: -150.00 life Maximum life: +170.00 Mental crit. chance: +11% Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +33 (+10 eff.) Armour penetration: +36 Armour: +25 Defense: +81 (+23 eff.) Ranged Defense: +12 (+4 eff.) Changes stats: +9 Str / +14 Dex / +7 Wil / +9 Cun / +10 Con Changes resistances: +19% acid / +20% lightning / +70% darkness / +50% cold / +17% blight / +92% fire / +20% nature / +65% light Changes resistances penetration: +57% darkness Changes damage: +71% darkness Critical mult.: +54.00% Stealth bonus: +146 Physical save: +140 (+26 eff.) Spell save: +24 (+8 eff.) Mental save: +98 (+18 eff.) Cut immunity: +20% Stun/Freeze immunity: +10% Life regen: +3.00 Only die when reaching: -150.00 life Maximum life: +170.00 Light radius: +4 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+9 eff.) Armour penetration: +20 Physical crit. chance: +10.0% Physical power: +5 (+1 eff.) Armour: +37 Defense: +33 (+11 eff.) Fatigue: -6% Effects on melee hit: * 60% chance to blind Changes stats: +10 Str / +21 Dex / +6 Wil / +26 Cun / +10 Con Changes resistances: +48% acid / +87% cold / +105% darkness / +10% arcane / +20% blight / +50% fire / +20% nature / +50% lightning Changes resistances penetration: +84% darkness / +20% mind Changes damage: +124% darkness Stealth bonus: +110 Physical save: +93 (+18 eff.) Spell save: +50 (+15 eff.) Mental save: +79 (+15 eff.) Life regen: +3.00 Only die when reaching: -100.00 life Maximum life: +95.00 Mental crit. chance: +8% Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +29 (+9 eff.) Armour penetration: +30 Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) Armour: +37 Defense: +32 (+10 eff.) Fatigue: -11% Effects on melee hit: * Slows global speed by 30% Changes stats: +10 Str / +7 Dex / +18 Wil / +26 Cun / +9 Con Changes resistances: +10% lightning / +6% temporal / +75% darkness / +76% fire / +50% nature / +8% acid / +20% blight / +95% cold / +68% light Changes resistances penetration: +56% darkness / +15% nature Changes damage: +64% darkness Critical mult.: +50.00% Stealth bonus: +132 Physical save: +44 (+9 eff.) Spell save: +30 (+10 eff.) Mental save: +28 (+6 eff.) Life regen: +2.90 Only die when reaching: -100.00 life Maximum life: +90.00 Mental crit. chance: +24% Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +9 Armour: +25 Defense: +67 (+20 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 8 nature Changes stats: +9 Str / +6 Dex / +16 Wil / +15 Cun / +10 Con Changes resistances: +29% acid / +28% lightning / +25% light / +57% cold / +111% blight / +49% fire / +120% nature / +53% darkness Changes resistances penetration: +34% darkness Changes damage: +9% lightning / +9% physical / +48% darkness / +3% nature Critical mult.: +12.00% Stealth bonus: +50 Physical save: +80 (+16 eff.) Spell save: +25 (+9 eff.) Mental save: +55 (+11 eff.) Life regen: +17.70 Only die when reaching: -50.00 life Maximum life: +163.00 Mental crit. chance: +16% Healing mod.: +177% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +79 (+21 eff.) Armour penetration: +67 Defense: +91 (+26 eff.) Changes stats: +9 Str / +28 Dex / +10 Wil / +25 Cun / +10 Con Changes resistances: +10% lightning / +18% temporal / +49% light / +55% fire / +6% nature / +10% acid / +2% physical / +9% cold / +24% darkness Changes resistances penetration: +18% darkness / +20% lightning Changes damage: +25% darkness / +18% nature Talent mastery: +0.40 Technique / Combat training Critical mult.: +82.00% Stealth bonus: +95 Physical save: +121 (+22 eff.) Spell save: -9 (-3 eff.) Mental save: +70 (+14 eff.) Life regen: +0.40 Stamina each turn: +1.40 Mana each turn: -0.32 Only die when reaching: -240.00 life Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +32 (+9 eff.) Armour penetration: +37 Armour: +28 Defense: +23 (+7 eff.) Changes stats: +21 Str / +25 Dex / +21 Wil / +39 Cun / +27 Con Changes resistances: +20% lightning / +54% light / +61% fire / +46% nature / +20% acid / +3% physical / +38% blight / +77% cold / +74% darkness Changes resistances penetration: +53% darkness Changes damage: +9% lightning / +3% physical / +72% darkness Talent mastery: +0.40 Technique / Combat training Critical mult.: +30.00% Stealth bonus: +119 Physical save: +50 (+10 eff.) Spell save: -20 (-6 eff.) Mental save: +15 (+3 eff.) Life regen: +5.90 Stamina each turn: +1.50 Mana each turn: -0.60 Only die when reaching: -50.00 life Maximum life: +220.00 Mental crit. chance: +31% Healing mod.: +55% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +139 (+34 eff.) Armour penetration: +108 Armour: +13 Defense: +68 (+20 eff.) Fatigue: -10% Changes stats: +4 Str / +23 Dex / +5 Wil / +30 Cun / +4 Con Changes resistances: +13% lightning / +6% temporal / +37% darkness / +48% fire / +42% nature / +10% acid / +45% blight / +40% cold / +48% light Changes resistances penetration: +16% darkness Changes damage: +25% darkness / +9% lightning Critical mult.: +139.00% Stealth bonus: +127 Physical save: +74 (+15 eff.) Spell save: +40 (+12 eff.) Mental save: +30 (+6 eff.) Life regen: +5.40 Hate when firing a critical mind attack: +4.00 Only die when reaching: -100.00 life Maximum life: +71.00 Maximum stamina: +40.00 Mental crit. chance: +8% Light radius: +2 Healing mod.: +58% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +57 (+16 eff.) Armour penetration: +30 Armour: +32 Defense: +81 (+23 eff.) Fatigue: -14% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +13 Str / +18 Dex / +6 Wil / +27 Cun / +12 Con Changes resistances: +30% lightning / +6% temporal / +25% light / +55% fire / +60% nature / +30% acid / +56% blight / +60% cold / +50% darkness Changes resistances penetration: +37% darkness / +20% nature Changes damage: +44% darkness / +6% nature Reduces incoming crit damage: 30.00% Stealth bonus: +59 Physical save: +119 (+22 eff.) Spell save: +50 (+15 eff.) Mental save: +55 (+11 eff.) Life regen: +9.00 Only die when reaching: -50.00 life Maximum life: +268.00 Maximum stamina: +39.00 Mental crit. chance: +8% See invisible: +6 Healing mod.: +90% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +61 (+17 eff.) Armour penetration: +34 Armour: +32 Defense: +33 (+11 eff.) Fatigue: -10% Effects on melee hit: * Slows global speed by 42% * 15% chance to inflict 15% damage reduction Changes stats: +10 Str / +12 Dex / +12 Cun / +9 Con Changes resistances: +18% blight / +30% cold / +9% nature Changes resistances penetration: +10% darkness Changes damage: +6% nature Critical mult.: +29.00% Stealth bonus: +12 Physical save: +50 (+10 eff.) Spell save: +50 (+15 eff.) Mental save: +50 (+10 eff.) Maximum life: +189.00 Maximum stamina: +38.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +53 (+15 eff.) Armour penetration: +24 Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Armour: +6 Defense: +72 (+21 eff.) Fatigue: -24% Effects on melee hit: * 40 arcane resource burn * Slows global speed by 60% Changes stats: +10 Str / +16 Dex / +6 Wil / +16 Cun / +9 Con Changes resistances: +46% lightning / +30% light / +62% fire / +39% nature / +40% acid / +45% blight / +40% cold / +3% mind / +62% darkness Changes resistances penetration: +34% darkness / +10% mind Changes damage: +3% lightning / +50% darkness / +3% nature Talent mastery: +0.40 Technique / Combat training Critical mult.: +28.00% Stealth bonus: +78 Physical save: +94 (+18 eff.) Spell save: +25 (+9 eff.) Mental save: +50 (+10 eff.) Life regen: +5.90 Stamina each turn: +1.50 Mana each turn: -0.60 Only die when reaching: -100.00 life Maximum life: +110.00 Maximum stamina: +40.00 Mental crit. chance: +8% Healing mod.: +60% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +60 (+16 eff.) Armour penetration: +20 Physical crit. chance: +12.0% Physical power: +9 (+1 eff.) Armour: +39 Defense: +58 (+17 eff.) Fatigue: -24% Effects on melee hit: * Slows global speed by 45% * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 light Changes stats: +7 Str / +6 Dex / +6 Wil / +12 Cun / +6 Con Changes resistances: +30% acid / +28% lightning / +25% darkness / +54% fire / +82% blight / +108% cold / +77% nature / +37% light Changes resistances penetration: +15% darkness Changes damage: +23% darkness / +6% nature Critical mult.: +29.00% Stealth bonus: +53 Physical save: +100 (+19 eff.) Spell save: +10 (+4 eff.) Mental save: +27 (+5 eff.) Life regen: +10.40 Only die when reaching: -140.00 life Maximum life: +220.00 Maximum stamina: +40.00 Mental crit. chance: +8% Healing mod.: +115% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +81 (+22 eff.) Armour penetration: +48 Armour: +15 Defense: +74 (+21 eff.) Fatigue: -9% Changes stats: +18 Str / +17 Dex / +12 Wil / +27 Cun / +14 Con Changes resistances: +75% darkness / +19% blight / +68% fire / +19% nature / +75% light Changes resistances penetration: +59% darkness / +15% physical Changes damage: +71% darkness Critical mult.: +36.00% Reduces incoming crit damage: 10.00% Stealth bonus: +123 Physical save: +105 (+20 eff.) Spell save: +33 (+11 eff.) Mental save: +63 (+13 eff.) Silence immunity: +15% Life regen: +2.90 Stamina each turn: +0.40 Only die when reaching: -210.00 life Maximum life: +268.00 Maximum stamina: +37.00 Mental crit. chance: +16% Healing mod.: +29% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +93 (+25 eff.) Armour penetration: +49 Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Armour: +10 Defense: +59 (+18 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: -16% Changes stats: +23 Str / +18 Dex / +6 Wil / +18 Cun / +26 Con Changes resistances: +10% acid / +19% lightning / +74% light / +77% fire / +40% blight / +19% cold / +37% nature / +31% darkness Changes resistances penetration: +20% darkness Changes damage: +25% darkness / +9% mind Talent mastery: +0.40 Technique / Combat training Critical mult.: +49.00% Stealth bonus: +95 Physical save: +68 (+13 eff.) Spell save: -9 (-3 eff.) Mental save: +52 (+10 eff.) Life regen: +4.70 Stamina each turn: +1.10 Mana each turn: -0.55 Only die when reaching: -100.00 life Maximum life: +376.00 Maximum stamina: +40.00 Mental crit. chance: +8% Healing mod.: +60% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +85 (+23 eff.) Armour penetration: +15 Armour: +13 Defense: +80 (+23 eff.) Fatigue: -20% Damage when hit (Melee): 12 nature Changes stats: +15 Str / +14 Dex / +4 Wil / +9 Cun / +16 Con Changes resistances: +10% lightning / +155% light / +184% fire / +20% nature / +10% acid / +19% blight / +40% cold / +10% arcane / +43% darkness Changes resistances penetration: +38% darkness Changes damage: +50% darkness / +6% nature Talent mastery: +0.40 Technique / Combat training Critical mult.: +50.00% Stealth bonus: +161 Physical save: +43 (+8 eff.) Spell save: +49 (+15 eff.) Mental save: +50 (+10 eff.) Life regen: +3.00 Stamina each turn: +1.50 Mana each turn: -0.46 Only die when reaching: -50.00 life Maximum life: +319.00 Maximum stamina: +70.00 Light radius: +6 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +70 (+19 eff.) Armour penetration: +37 Physical crit. chance: +5.0% Physical power: +11 (+2 eff.) Armour: +4 Defense: +64 (+19 eff.) Fatigue: -16% Effects on melee hit: * 30 arcane resource burn Changes stats: +10 Str / +16 Dex / +16 Wil / +27 Cun / +9 Con Changes resistances: +30% acid / +3% physical / +49% light / +25% darkness / +75% fire / +30% cold / +27% lightning Changes resistances penetration: +20% darkness Changes damage: +6% nature / +6% mind / +25% darkness Critical mult.: +30.00% Stealth bonus: +70 Physical save: +141 (+26 eff.) Mental save: +68 (+13 eff.) Psi when hit: +0.16 Only die when reaching: -240.00 life Maximum life: +220.00 Maximum stamina: +45.00 Mental crit. chance: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +45 (+13 eff.) Armour penetration: +10 Physical crit. chance: +3.0% Armour: +10 Defense: +33 (+11 eff.) Fatigue: -10% Effects on melee hit: * 28 arcane resource burn Changes stats: +10 Dex / +10 Cun / +1 Con Changes resistances: +12% acid / +10% fire / +20% blight / +9% cold / +26% nature / +10% lightning Physical save: +40 (+8 eff.) Spell save: +25 (+9 eff.) Mental save: +25 (+5 eff.) Life regen: +3.00 Stamina each turn: +0.60 Only die when reaching: -20.00 life Maximum life: +213.00 Maximum stamina: +39.00 Healing mod.: +33% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+10 eff.) Armour penetration: +36 Physical crit. chance: +7.0% Physical power: +9 (+1 eff.) Armour: +36 Defense: +18 (+6 eff.) Fatigue: -7% Changes stats: +17 Str / +20 Dex / +12 Wil / +27 Cun / +14 Con Changes resistances: +20% acid / +25% darkness / +71% cold / +36% blight / +19% fire / +40% nature / +20% lightning Changes resistances penetration: +20% darkness / +25% acid Changes damage: +14% darkness / +3% mind Talent mastery: +0.40 Technique / Combat training Critical mult.: +34.00% Stealth bonus: +37 Physical save: +91 (+17 eff.) Spell save: +5 (+2 eff.) Mental save: +75 (+15 eff.) Life regen: +6.00 Stamina each turn: +1.50 Mana each turn: -0.60 Equilibrium when hit: +0.04 Only die when reaching: -170.00 life Maximum life: +280.00 Mental crit. chance: +17% Healing mod.: +49% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +41 (+12 eff.) Armour penetration: +30 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +28 Defense: +52 (+16 eff.) Fatigue: -7% Effects on melee hit: * Slows global speed by 30% Changes stats: +21 Str / +16 Dex / +4 Wil / +12 Cun / +21 Con Changes resistances: +34% acid / +38% lightning / +37% darkness / +57% cold / +20% blight / +77% fire / +20% nature / +40% light Changes resistances penetration: +14% darkness Changes damage: +25% darkness Talent mastery: +0.40 Technique / Combat training Critical mult.: +33.00% Stealth bonus: +70 Physical save: +112 (+21 eff.) Spell save: -9 (-3 eff.) Mental save: +81 (+16 eff.) Life regen: +3.00 Stamina each turn: +1.90 Mana each turn: -0.60 Only die when reaching: -150.00 life Maximum life: +330.00 Healing mod.: +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +77 (+21 eff.) Armour penetration: +10 Armour: +31 Defense: +58 (+17 eff.) Fatigue: -22% Changes stats: +11 Str / +13 Dex / +2 Mag / +12 Wil / +18 Cun / +10 Con Changes resistances: +40% acid / +36% lightning / +46% darkness / +96% cold / +43% blight / +71% fire / +35% nature / +25% light Changes resistances penetration: +40% darkness / +10% fire Changes damage: +44% darkness Talent mastery: +0.30 Technique / Combat training Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Stealth bonus: +50 Physical save: +77 (+15 eff.) Spell save: -1 (+0 eff.) Mental save: +55 (+11 eff.) Life regen: +5.80 Stamina each turn: +1.50 Mana each turn: -0.60 Only die when reaching: -100.00 life Maximum life: +280.00 Maximum stamina: +80.00 Maximum hate: +4.00 Maximum psi: +10.00 Mental crit. chance: +15% See invisible: +12 Healing mod.: +56% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +70 (+19 eff.) Armour penetration: +34 Armour: +42 Defense: +80 (+23 eff.) Fatigue: -10% Changes stats: +12 Dex / +23 Wil / +30 Cun Changes resistances: +19% lightning / +6% temporal / +23% darkness / +57% fire / +40% nature / +14% acid / +10% arcane / +48% blight / +64% cold / +3% mind / +49% light Changes resistances penetration: +10% darkness Changes damage: +20% darkness Grants telepathy: Dragon Critical mult.: +30.00% Stealth bonus: +65 Physical save: +90 (+17 eff.) Spell save: +42 (+13 eff.) Mental save: +79 (+15 eff.) Life regen: +5.50 Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +3.00 Only die when reaching: -50.00 life Maximum life: +254.00 Maximum stamina: +39.00 Mental crit. chance: +23% Healing mod.: +60% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +45 Defense: +61 (+18 eff.) Changes stats: +19 Str / +3 Dex / +6 Wil / +10 Cun / +19 Con Changes resistances: +42% lightning / +6% temporal / +46% light / +88% fire / +94% nature / +49% acid / +112% blight / +101% cold / +10% arcane / +6% darkness Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +25 Physical save: +123 (+23 eff.) Spell save: +45 (+14 eff.) Mental save: +80 (+15 eff.) Life regen: +13.20 Only die when reaching: -100.00 life Maximum life: +330.00 Mental crit. chance: +7% Healing mod.: +146% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +51 (+14 eff.) Armour penetration: +24 Armour: +45 Defense: +62 (+18 eff.) Fatigue: -10% Effects on melee hit: * 20 arcane resource burn * Slows global speed by 45% * 30% chance to inflict 15% damage reduction Changes stats: +21 Str / +25 Dex / +11 Wil / +26 Cun / +19 Con Changes resistances: +25% acid / +77% darkness / +10% fire / +20% blight / +75% cold / +18% nature / +18% lightning Changes resistances penetration: +53% darkness / +5% lightning Changes damage: +68% darkness Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.80 Technique / Combat training Critical mult.: +25.00% Stealth bonus: +90 Physical save: +103 (+19 eff.) Spell save: -1 (+0 eff.) Mental save: +60 (+12 eff.) Life regen: +2.30 Stamina each turn: +3.00 Mana each turn: -1.08 Only die when reaching: -50.00 life Maximum life: +264.00 Maximum stamina: +40.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +14% Light radius: +2 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +55 (+15 eff.) Armour penetration: +20 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +10 Defense: +37 (+12 eff.) Fatigue: -14% Effects on melee hit: * Slows global speed by 45% Changes stats: +10 Str / +12 Dex / +6 Wil / +17 Cun / +10 Con Changes resistances: +19% lightning / +24% light / +45% fire / +108% nature / +20% acid / +96% blight / +35% cold / +6% mind / +46% darkness Changes resistances penetration: +38% darkness Changes damage: +46% darkness Reduces incoming crit damage: 20.00% Stealth bonus: +65 Physical save: +77 (+15 eff.) Spell save: +40 (+12 eff.) Mental save: +53 (+11 eff.) Poison immunity: +10% Cut immunity: +30% Life regen: +15.00 Only die when reaching: -160.00 life Maximum life: +389.00 Maximum stamina: +40.00 Mental crit. chance: +8% Healing mod.: +141% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +82 (+22 eff.) Armour penetration: +20 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +12 Defense: +30 (+10 eff.) Fatigue: -27% Effects on melee hit: * 45% chance to daze at end of turn * 60% chance to inflict 15% damage reduction Damage when hit (Melee): 8 mind Changes stats: +27 Str / +16 Dex / +9 Wil / +28 Cun / +30 Con Changes resistances: +20% lightning / +9% temporal / +52% darkness / +20% fire / +73% nature / +20% acid / +74% blight / +48% cold / +6% mind Changes resistances penetration: +40% darkness / +10% mind Changes damage: +9% acid / +54% darkness / +15% lightning Stealth bonus: +49 Physical save: +98 (+19 eff.) Spell save: +6 (+2 eff.) Life regen: +10.60 Maximum life: +698.00 Maximum stamina: +73.00 Mental crit. chance: +16% Healing mod.: +116% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +159 (+38 eff.) Armour penetration: +31 Armour: +32 Defense: +43 (+14 eff.) Fatigue: -36% Changes stats: +25 Str / +30 Dex / +12 Wil / +28 Cun / +26 Con Changes resistances: +6% lightning / +9% temporal / +31% light / +25% darkness / +38% blight / +52% cold / +37% nature / +25% fire Changes resistances penetration: +19% darkness Changes damage: +25% darkness Talent mastery: +0.80 Technique / Combat training Critical mult.: +22.00% Stealth bonus: +55 Physical save: +68 (+13 eff.) Spell save: -34 (-11 eff.) Mental save: +40 (+8 eff.) Blindness immunity: +10% Cut immunity: +15% Disarm immunity: +20% Life regen: +5.00 Stamina each turn: +2.50 Mana each turn: -1.15 Only die when reaching: -50.00 life Maximum life: +499.00 Maximum stamina: +145.00 Maximum psi: +40.00 Mental crit. chance: +16% Healing mod.: +56% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +20 Defense: +18 (+6 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str / +4 Dex / +6 Cun Changes resistances: +20% acid / +31% darkness / +20% fire / +73% cold / +20% lightning Changes resistances penetration: +17% darkness / +15% light Changes damage: +25% darkness / +12% light Reduces incoming crit damage: 20.00% Stealth bonus: +25 Physical save: +43 (+8 eff.) Mental save: +23 (+5 eff.) Only die when reaching: -100.00 life Infravision radius: +2 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +51 (+14 eff.) Armour penetration: +18 Armour: +35 Defense: +39 (+13 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -9% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature Changes stats: +8 Str / +29 Dex / +10 Wil / +20 Cun / +6 Con Changes resistances: +18% acid / +26% lightning / +81% darkness / +20% fire / +55% blight / +50% cold / +67% nature / +6% light Changes resistances penetration: +56% darkness Changes damage: +74% darkness Talent mastery: +0.40 Technique / Combat training Critical mult.: +12.00% Stealth bonus: +72 Physical save: +93 (+18 eff.) Spell save: +37 (+12 eff.) Mental save: +131 (+24 eff.) Life regen: +8.40 Stamina each turn: +1.50 Mana each turn: -0.52 Only die when reaching: -150.00 life Maximum life: +170.00 Maximum stamina: +40.00 Healing mod.: +89% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +30 Defense: +56 (+17 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 8 acid Changes stats: +7 Str / +4 Dex / +4 Cun / +8 Con Changes resistances: +25% darkness / +19% blight / +25% fire / +20% nature / +30% light Changes resistances penetration: +19% darkness Changes damage: +25% darkness / +12% mind Reduces incoming crit damage: 20.00% Stealth bonus: +40 Physical save: +67 (+13 eff.) Spell save: +67 (+19 eff.) Mental save: +73 (+14 eff.) Disease immunity: +35% Pinning immunity: +10% Life regen: +3.00 Healing mod.: +26% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +22 Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Armour: +14 Defense: +38 (+12 eff.) Fatigue: -7% Changes stats: +6 Dex / +10 Wil / +12 Cun Changes resistances: +53% light / +45% fire / +12% nature / +9% temporal Critical mult.: +30.00% Stealth bonus: +44 Physical save: +49 (+10 eff.) Spell save: +18 (+6 eff.) Mental save: +55 (+11 eff.) Pinning immunity: +10% Only die when reaching: -70.00 life Maximum life: +20.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +13 Armour: +10 Defense: +40 (+13 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +10 Wil / +11 Cun / +6 Con Changes resistances: +9% acid / +10% lightning / +9% darkness / +9% mind / +20% blight / +10% cold / +26% nature / +16% fire Changes damage: +18% mind Critical mult.: +18.00% Stealth bonus: +13 Physical save: +64 (+13 eff.) Spell save: +55 (+16 eff.) Mental save: +25 (+5 eff.) Life regen: +3.00 Maximum life: +108.00 Mental crit. chance: +15% Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +61 (+17 eff.) Armour penetration: +59 Armour: +45 Defense: +67 (+20 eff.) Changes stats: +10 Str / +26 Dex / +6 Wil / +26 Cun / +11 Con Changes resistances: +28% acid / +25% lightning / +34% light / +40% fire / +58% blight / +79% cold / +60% nature / +24% darkness Changes resistances penetration: +20% darkness / +15% acid Changes damage: +25% darkness / +18% mind Talent mastery: +0.40 Technique / Combat training Critical mult.: +74.00% Stealth bonus: +68 Physical save: +93 (+18 eff.) Spell save: +50 (+15 eff.) Mental save: +94 (+18 eff.) Life regen: +7.30 Stamina each turn: +1.40 Mana each turn: -0.60 Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Only die when reaching: -50.00 life Maximum life: +60.00 Mental crit. chance: +7% Healing mod.: +89% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +18 Defense: +26 (+8 eff.) Changes stats: +4 Str / +13 Dex / +4 Mag / +12 Wil / +28 Cun / +3 Con Changes resistances: +12% acid / +24% light / +18% blight / +25% fire / +19% nature / +6% cold Changes resistances penetration: +10% nature Stealth bonus: +15 Physical save: +27 (+5 eff.) Spell save: +30 (+10 eff.) Mental save: +15 (+3 eff.) Life regen: +3.00 Psi when hit: +0.08 Only die when reaching: -50.00 life Mental crit. chance: +16% Healing mod.: +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +115 (+29 eff.) Armour penetration: +45 Armour: +30 Defense: +53 (+16 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: -26% Changes stats: +12 Str / +17 Dex / +5 Mag / +6 Wil / +27 Cun / +11 Con Changes resistances: +30% acid / +49% darkness / +57% light / +91% cold / +20% blight / +85% fire / +19% nature / +38% lightning Changes resistances penetration: +39% darkness Changes damage: +44% darkness Critical mult.: +30.00% Stealth bonus: +83 Physical save: +68 (+13 eff.) Spell save: +18 (+6 eff.) Mental save: +50 (+10 eff.) Life regen: +2.70 Psi when hit: +0.08 Only die when reaching: -100.00 life Maximum life: +379.00 Maximum stamina: +75.00 Mental crit. chance: +8% Healing mod.: +40% Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +64 (+17 eff.) Armour penetration: +25 Physical crit. chance: +3.0% Armour: +30 Defense: +87 (+25 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -9% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +1 Str / +16 Dex / +4 Wil / +17 Cun Changes resistances: +9% temporal / +2% physical / +73% darkness / +92% fire / +25% blight / +60% cold / +16% nature / +94% light Changes resistances penetration: +56% darkness Changes damage: +75% darkness / +3% lightning Critical mult.: +30.00% Stealth bonus: +143 Physical save: +103 (+19 eff.) Spell save: +6 (+2 eff.) Mental save: +52 (+10 eff.) Life regen: +3.00 Only die when reaching: -200.00 life Maximum life: +152.00 Maximum stamina: +40.00 Mental crit. chance: +8% Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +92 (+24 eff.) Armour penetration: +62 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +6 Defense: +36 (+12 eff.) Fatigue: -16% Effects on melee hit: * 40 arcane resource burn * 60% chance to corrode armour by 30% Changes stats: +10 Str / +24 Dex / +6 Wil / +26 Cun / +10 Con Changes resistances: +6% acid / +50% fire / +44% light / +25% darkness Changes resistances penetration: +19% darkness / +10% mind Changes damage: +25% darkness / +15% mind Talent mastery: +0.40 Technique / Combat training Critical mult.: +84.00% Stealth bonus: +88 Physical save: +126 (+23 eff.) Spell save: +5 (+2 eff.) Mental save: +118 (+22 eff.) Cut immunity: +5% Stamina each turn: +1.50 Mana each turn: -0.57 Only die when reaching: -400.00 life Maximum life: +110.00 Maximum stamina: +36.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) A stylish kruk-style cloak, to look awesome. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% nature Changes damage: +11% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 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 (+2 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 120.54 to 150.68 physical damage (based on Willpower and Cunning) with knockback, costing 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+6 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+4 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% blight Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +1.80 Maximum life: +45.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+5 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Reduce damage by fixed amount: +22 all Changes damage: +15% blight Spellpower: +15 (+4 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 22 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +14 Defense: +9 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str / +4 Dex / +11 Wil / +4 Cun / +14 Con Changes resistances: +2% physical / +3% light / +6% blight / +12% fire / +3% nature / +15% cold Changes resistances penetration: +20% physical Spell save: +3 (+1 eff.) Pinning immunity: +20% Teleport immunity: +10% Life regen: +4.60 Mindpower: +18 (+3 eff.) Infravision radius: +2 Healing mod.: +26% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.3 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 131% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 35 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +33 Physical crit. chance: +18.0% Physical power: +16 (+3 eff.) Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +4% Effects on melee hit: * Slows global speed by 15% * 15% chance to blind Changes stats: +4 Str / +6 Wil / +10 Con Changes resistances: +15% lightning / +15% temporal / +6% darkness / +6% blight / +5% arcane Changes resistances penetration: +10% physical Changes damage: +30% acid Physical save: +15 (+3 eff.) Spell save: +19 (+7 eff.) Mental save: +15 (+3 eff.) Life regen: +5.50 Mindpower: +8 (+1 eff.) Healing mod.: +30% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 3.9 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 53 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +13 Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Armour: +13 Defense: +35 (+11 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -14% Effects on melee hit: * Slows global speed by 30% Changes stats: +10 Str / +4 Dex / +10 Cun / +16 Con Changes resistances: +6% light / +6% nature Changes damage: +9% physical Maximum encumbrance: +44 Physical save: +68 (+13 eff.) Spell save: +15 (+5 eff.) Mental save: +38 (+8 eff.) Cut immunity: +10% Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.70 Maximum life: +49.00 Movement speed: +10% Size category: +1 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 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. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 29 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +25 (+8 eff.) Fatigue: -16% Damage when hit (Melee): 4 mind Changes stats: +11 Str / +3 Wil / +3 Cun / +11 Con Changes resistances: +18% lightning / +18% temporal / +3% light / +17% fire / +7% arcane / +12% cold Maximum encumbrance: +50 Physical save: +15 (+3 eff.) Stamina each turn: +0.80 Equilibrium when hit: +0.12 Maximum life: +60.00 Maximum hate: +4.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +39 Physical crit. chance: +17.0% Physical power: +18 (+3 eff.) Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -16% Changes stats: +12 Dex / +6 Wil / +16 Cun / +6 Con Changes resistances: +57% lightning / +62% temporal / +6% darkness / +3% cold / +6% fire Changes resistances penetration: +9% physical Maximum encumbrance: +82 Physical save: +54 (+11 eff.) Spell save: +41 (+13 eff.) Mental save: +37 (+7 eff.) Life regen: +21.20 Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +1% Healing mod.: +116% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 100% 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. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +72 Physical crit. chance: +54.0% Physical power: +53 (+9 eff.) Armour: +15 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -6% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +8 Dex / +20 Cun / +8 Con Changes resistances penetration: +39% physical Changes damage: +6% lightning Maximum encumbrance: +50 Physical save: +90 (+17 eff.) Spell save: +30 (+10 eff.) Mental save: +79 (+15 eff.) Life regen: +15.80 Infravision radius: +3 Healing mod.: +90% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 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. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +12 Physical crit. chance: +11.0% Physical power: +12 (+2 eff.) Armour: +29 Defense: +21 (+7 eff.) Fatigue: -34% Changes stats: +4 Str / +8 Dex / +11 Wil / +14 Cun / +22 Con Changes resistances: +15% acid / +27% cold / +30% fire / +7% arcane / +11% lightning Changes resistances penetration: +10% mind / +44% physical Changes damage: +24% mind Maximum encumbrance: +91 Physical save: +70 (+14 eff.) Spell save: +15 (+5 eff.) Mental save: +36 (+7 eff.) Life regen: +5.30 Stamina each turn: +3.00 Maximum life: +170.00 Maximum stamina: +40.00 Mindpower: +14 (+2 eff.) Infravision radius: +6 Movement speed: +20% Healing mod.: +27% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 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. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +26 Physical crit. chance: +12.0% Physical power: +11 (+2 eff.) Armour: +5 Defense: +40 (+13 eff.) Ranged Defense: +39 (+12 eff.) Fatigue: -5% Effects on melee hit: * 28 arcane resource burn Changes stats: +22 Str / +12 Wil / +15 Cun / +51 Con Changes resistances: +30% lightning / +24% temporal / +9% light / +26% fire / +39% cold Changes resistances penetration: +20% physical Changes damage: +3% mind / +19% physical Grants telepathy: Demon/Minor Demon/Major Physical save: +63 (+12 eff.) Spell save: +9 (+3 eff.) Mental save: +71 (+14 eff.) Stamina each turn: +2.20 Maximum life: +60.00 Maximum stamina: +40.00 Mindpower: +18 (+3 eff.) Light radius: +3 Infravision radius: +2 Movement speed: +10% Size category: +2 It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 2.6 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 47% (at 0 Hate) to 157% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 45 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +15.0% Physical power: +18 (+3 eff.) Armour: +14 Defense: +97 (+27 eff.) Fatigue: +4% Changes stats: +15 Str / +4 Dex / +5 Wil / +10 Cun / +30 Con Changes resistances: +15% lightning / +15% temporal / +6% light / +15% fire / +21% cold Changes resistances penetration: +40% physical Changes damage: +12% fire / +10% physical Critical mult.: +20.00% Physical save: +51 (+10 eff.) Spell save: +28 (+9 eff.) Mental save: +48 (+10 eff.) Life regen: +10.70 Hate when firing a critical mind attack: +3.00 Maximum hate: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +2% Infravision radius: +3 Healing mod.: +55% Size category: +1 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 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 29% chance to evade melee and ranged attacks and 17 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. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +54 (+16 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -6% Changes stats: +4 Str / +4 Dex / +15 Cun / +16 Con Changes resistances: +6% fire / +9% cold Changes resistances penetration: +35% fire Maximum encumbrance: +50 Physical save: +63 (+12 eff.) Spell save: +12 (+4 eff.) Mental save: +66 (+13 eff.) Cut immunity: +15% Teleport immunity: +10% Life regen: +5.50 Stamina each turn: +1.30 Maximum stamina: +28.00 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 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 29% chance to evade melee and ranged attacks and 17 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. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +22 Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Armour: +15 Defense: +30 (+10 eff.) Ranged Defense: +27 (+9 eff.) Fatigue: -5% Effects on melee hit: * 42% chance to blind Changes stats: +23 Str / +4 Dex / +6 Wil / +10 Cun / +36 Con Changes resistances: +7% arcane / +6% nature Changes resistances penetration: +10% physical Changes damage: +19% physical Maximum encumbrance: +50 Physical save: +93 (+18 eff.) Spell save: +57 (+17 eff.) Mental save: +82 (+16 eff.) Life regen: +15.70 Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Maximum psi: +20.00 Mindpower: +6 (+1 eff.) Infravision radius: +3 See invisible: +9 Healing mod.: +90% Size category: +2 It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 2.6 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 47% (at 0 Hate) to 157% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 45 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +9 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +15 Defense: +25 (+8 eff.) Fatigue: -15% Damage when hit (Melee): 4 fire Changes stats: +27 Str / +24 Dex / +16 Cun / +37 Con / +28 Lck Changes resistances: +15% fire / +6% nature / +10% cold Changes damage: +20% physical Critical mult.: +10.00% Stealth bonus: +28 Maximum encumbrance: +50 Physical save: +123 (+23 eff.) Spell save: +45 (+14 eff.) Mental save: +68 (+13 eff.) Life regen: +11.00 Stamina each turn: +0.90 Maximum life: +60.00 Infravision radius: +3 Movement speed: +10% Healing mod.: +70% Heals friendly targets nearby when you use a nature summon: +50 Size category: +2 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +24 Physical crit. chance: +12.0% Physical power: +11 (+2 eff.) Armour: +5 Defense: +35 (+11 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -16% Effects on melee hit: * 20 arcane resource burn * 42% chance to blind Changes stats: +18 Str / +8 Dex / +18 Wil / +8 Cun / +34 Con Changes resistances: +15% lightning / +15% temporal / +3% blight / +15% fire / +14% cold Changes resistances penetration: +10% fire / +30% physical Changes damage: +15% darkness / +10% physical Maximum encumbrance: +50 Physical save: +43 (+8 eff.) Spell save: +31 (+10 eff.) Mental save: +30 (+6 eff.) Life regen: +5.10 Stamina each turn: +2.00 Maximum life: +59.00 Maximum stamina: +26.00 Mindpower: +26 (+4 eff.) Light radius: +4 Movement speed: +10% Healing mod.: +30% Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 2.6 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 47% (at 0 Hate) to 157% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 45 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +39 Physical crit. chance: +18.0% Physical power: +18 (+3 eff.) Armour: +15 Defense: +25 (+8 eff.) Fatigue: +4% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 acid Changes stats: +30 Str / +12 Dex / +11 Cun / +32 Con Changes resistances: +13% lightning / +14% temporal / +15% fire / +9% nature / +15% cold Changes damage: +12% fire / +19% physical Physical save: +30 (+6 eff.) Spell save: +31 (+10 eff.) Mental save: +21 (+4 eff.) Confusion immunity: +15% Stun/Freeze immunity: +5% Knockback immunity: +5% Life regen: +10.50 Stamina each turn: +1.00 Maximum stamina: +40.00 Infravision radius: +3 Healing mod.: +56% Size category: +2 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +12 (+2 eff.) Armour: +35 Defense: +86 (+24 eff.) Ranged Defense: +20 (+6 eff.) Fatigue: -25% Effects on melee hit: * Slows global speed by 42% Changes stats: +15 Str / +4 Dex / +6 Wil / +9 Cun / +26 Con Changes resistances: +15% acid / +30% fire / +13% lightning / +29% cold Changes resistances penetration: +10% fire / +10% physical Changes damage: +12% fire / +10% physical Physical save: +55 (+11 eff.) Spell save: +29 (+10 eff.) Mental save: +55 (+11 eff.) Stamina each turn: +3.10 Maximum life: +172.00 Mindpower: +9 (+2 eff.) Infravision radius: +6 Movement speed: +30% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +25 Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Armour: +39 Defense: +74 (+21 eff.) Fatigue: -16% Changes stats: +8 Dex / +6 Wil / +19 Cun / +18 Con Changes resistances: +15% lightning / +13% temporal / +6% light / +2% physical / +7% arcane / +3% darkness Changes resistances penetration: +10% physical Physical save: +76 (+15 eff.) Spell save: +30 (+10 eff.) Mental save: +80 (+15 eff.) Blindness immunity: +20% Poison immunity: +15% Cut immunity: +15% Life regen: +11.00 Stamina each turn: +1.80 Maximum life: +119.00 Mindpower: +9 (+2 eff.) Infravision radius: +9 Movement speed: +20% Healing mod.: +55% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.3 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 131% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 35 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +15.0% Physical power: +17 (+3 eff.) Armour: +29 Defense: +38 (+12 eff.) Ranged Defense: +38 (+11 eff.) Fatigue: -16% Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes stats: +18 Str / +14 Wil / +12 Cun / +40 Con Changes resistances: +15% acid / +15% temporal / +15% fire / +15% cold / +28% lightning Changes resistances penetration: +5% mind / +45% physical Changes damage: +10% physical / +6% light / +6% mind Maximum encumbrance: +48 Physical save: +61 (+12 eff.) Mental save: +47 (+9 eff.) Knockback immunity: +15% Life regen: +5.20 Stamina each turn: +0.90 Maximum life: +57.00 Maximum psi: +10.00 Mindpower: +18 (+3 eff.) Infravision radius: +3 Movement speed: +10% Healing mod.: +30% Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 3.9 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 53 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Armour: +9 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -5% Changes stats: +10 Str / +6 Wil / +5 Cun / +18 Con Changes resistances: +35% fire / +7% arcane / +27% cold Changes resistances penetration: +5% darkness / +10% physical Changes damage: +12% fire / +10% physical Maximum encumbrance: +38 Physical save: +55 (+11 eff.) Spell save: +24 (+8 eff.) Mental save: +39 (+8 eff.) Disarm immunity: +15% Mindpower: +9 (+2 eff.) Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.3 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 131% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 35 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +25 Defense: +25 (+8 eff.) Fatigue: -12% Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Wil / +6 Cun / +12 Con Changes resistances: +15% acid / +32% fire / +5% arcane / +30% cold / +9% nature / +17% lightning Changes resistances penetration: +10% physical Changes damage: +12% light / +3% fire Maximum encumbrance: +49 Physical save: +37 (+7 eff.) Mental save: +20 (+4 eff.) Life regen: +5.50 Stamina each turn: +0.70 Maximum life: +55.00 Mindpower: +9 (+2 eff.) Light radius: +4 Infravision radius: +3 Movement speed: +10% Healing mod.: +30% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 3.9 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 53 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +25 Physical crit. chance: +12.0% Physical power: +10 (+2 eff.) Armour: +15 Defense: +150 (+39 eff.) Ranged Defense: +27 (+9 eff.) Fatigue: -25% Effects on melee hit: * 20 arcane resource burn Changes stats: +10 Str / +4 Dex / +12 Wil / +10 Cun / +28 Con Changes resistances: +15% acid / +15% temporal / +6% darkness / +15% cold / +15% fire / +6% mind / +30% lightning Changes resistances penetration: +20% physical Changes damage: +10% physical Maximum encumbrance: +41 Physical save: +47 (+9 eff.) Mental save: +55 (+11 eff.) Blindness immunity: +25% Disease immunity: +10% Cut immunity: +20% Stamina each turn: +1.60 Maximum life: +120.00 Mindpower: +18 (+3 eff.) Movement speed: +20% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Physical save: +0 (+0 eff.) Pinning immunity: +575% Knockback immunity: +100% Teleport immunity: +0% Spellpower: +5 (+2 eff.) Steampower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 4 Travel Speed: 400% of base Is: a nature gift and a mind power Description: Summons a tornado that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 127.50 lightning damage. When it reaches its target, it explodes in a radius of 3 for 224.40 lightning damage and 327.66 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 5 turns. The blast will ignore the talent user. The tornado will last for 4 turns, or until it reaches its target. Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +33 Defense: +84 (+24 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +4% Effects on melee hit: * 42% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +4 Dex / +10 Wil / +16 Cun / +24 Con Changes resistances: +3% acid / +6% blight / +10% fire / +5% arcane / +14% cold Changes resistances penetration: +20% physical Changes damage: +12% lightning Physical save: +91 (+17 eff.) Spell save: +63 (+18 eff.) Mental save: +93 (+18 eff.) Life regen: +10.10 Stamina each turn: +2.50 Maximum stamina: +79.00 Mindpower: +18 (+3 eff.) Infravision radius: +9 Healing mod.: +58% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 3.9 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 53 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +20 Defense: +53 (+16 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -24% Effects on melee hit: * Slows global speed by 42% Changes stats: +3 Str / +4 Dex / +9 Wil / +22 Cun / +28 Con Changes resistances: +12% acid / +42% cold / +45% fire / +7% arcane / +15% lightning Changes resistances penetration: +25% physical Maximum encumbrance: +83 Physical save: +125 (+23 eff.) Spell save: +15 (+5 eff.) Mental save: +87 (+17 eff.) Disease immunity: +15% Life regen: +16.50 Stamina each turn: +2.20 Maximum life: +60.00 Maximum stamina: +34.00 Maximum hate: +2.00 Mindpower: +6 (+1 eff.) Movement speed: +10% Healing mod.: +75% Heals friendly targets nearby when you use a nature summon: +10 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 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 29% chance to evade melee and ranged attacks and 17 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. |
![]() 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 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 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. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +26 Physical crit. chance: +12.0% Physical power: +11 (+2 eff.) Armour: +15 Defense: +42 (+13 eff.) Ranged Defense: +22 (+7 eff.) Fatigue: -25% Changes stats: +22 Str / +12 Wil / +9 Cun / +33 Con Changes resistances: +15% lightning / +15% temporal / +6% nature / +3% physical Changes resistances penetration: +19% physical Changes damage: +10% physical Maximum encumbrance: +88 Physical save: +72 (+14 eff.) Spell save: +10 (+4 eff.) Mental save: +40 (+8 eff.) Teleport immunity: +10% Life regen: +10.80 Stamina each turn: +2.10 Maximum life: +53.00 Maximum stamina: +40.00 Mindpower: +16 (+3 eff.) Infravision radius: +3 Movement speed: +10% Healing mod.: +57% Size category: +1 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 23 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. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +2 Physical crit. chance: +7.0% Physical power: +6 (+1 eff.) Armour: +32 Defense: +31 (+10 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -6% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 physical Changes stats: +23 Str / +9 Dex / +14 Cun / +33 Con Changes resistances: +28% acid / +29% temporal / +44% fire / +42% cold / +52% lightning Changes resistances penetration: +15% physical Changes damage: +20% physical Physical save: +69 (+14 eff.) Mental save: +49 (+10 eff.) Life regen: +16.20 Stamina each turn: +2.20 Maximum life: +60.00 Maximum stamina: +40.00 Infravision radius: +3 Movement speed: +10% Healing mod.: +90% Size category: +2 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +25 Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Armour: +11 Fatigue: -6% Effects on melee hit: * 42% chance to blind Changes stats: +13 Str / +6 Cun / +20 Con Changes resistances: +15% acid / +12% light / +9% darkness / +45% cold / +3% blight / +44% fire / +3% mind / +18% lightning Changes resistances penetration: +15% fire Changes damage: +10% physical Physical save: +25 (+5 eff.) Spell save: +3 (+1 eff.) Mental save: +25 (+5 eff.) Stamina each turn: +0.90 Maximum life: +57.00 Movement speed: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +24 Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Armour: +15 Defense: +32 (+10 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -6% Effects on melee hit: * 28 arcane resource burn * 30% chance to inflict 15% damage reduction Changes stats: +7 Wil / +6 Cun / +12 Con Changes resistances: +12% acid / +9% temporal / +12% cold / +10% fire / +15% lightning Changes resistances penetration: +10% physical Maximum encumbrance: +42 Physical save: +49 (+10 eff.) Spell save: +35 (+11 eff.) Mental save: +32 (+6 eff.) Mindpower: +19 (+3 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 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 32% chance to evade melee and ranged attacks and 29 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. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +36 Physical crit. chance: +18.0% Physical power: +17 (+3 eff.) Armour: +24 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: -35% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +10 Str / +8 Dex / +19 Cun / +21 Con Changes resistances: +44% lightning / +26% fire / +24% temporal / +26% cold Changes damage: +10% physical Maximum encumbrance: +141 Physical save: +103 (+19 eff.) Spell save: +15 (+5 eff.) Mental save: +62 (+12 eff.) Life regen: +4.50 Stamina each turn: +0.90 Maximum life: +60.00 Infravision radius: +4 Movement speed: +10% Healing mod.: +29% Size category: +1 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +3 Armour: +16 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str / +4 Dex / +6 Wil / +4 Cun / +6 Con Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +5% nature / +10% physical Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Life regen: +0.40 Mindpower: +9 (+2 eff.) Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Steam Powered Boots. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +19 Fatigue: -44% Changes stats: +4 Str / +6 Cun / +8 Con Changes resistances: +6% temporal / +6% mind / +15% fire / +3% nature / +15% cold Changes resistances penetration: +5% mind Maximum encumbrance: +49 Physical save: +40 (+8 eff.) Mental save: +27 (+5 eff.) Blindness immunity: +10% Pinning immunity: +5% Stamina each turn: +2.70 Maximum life: +172.00 Maximum hate: +2.00 Infravision radius: +3 Movement speed: +30% It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +56 (+15 eff.) Armour penetration: +54 Physical power: +18 (+3 eff.) Armour: +25 Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Damage (Melee): 28 acid / 15 physical / 15 nature Changes stats: +26 Str / +46 Dex / +10 Wil / +48 Cun / +13 Con Changes resistances: +20% acid / +9% light / +12% fire / +8% nature / +13% darkness Changes damage: +25% acid / +11% physical / +9% nature Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-2 turns) Physical save: +69 (+14 eff.) Spell save: +8 (+3 eff.) Mental save: +88 (+17 eff.) Disarm immunity: +169% Life regen: +11.00 Stamina each turn: +2.60 Psi each turn: +0.80 Maximum life: +152.00 Mental crit. chance: +3% Infravision radius: +4 When used to modify unarmed attacks: Base power: 57.0 - 79.8 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +99 Armour Penetration: +54 Crit. chance: +50.0% Attack speed: 83% When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Perfect Strike (60% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (20% chance level 2). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Set Up (20% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Acid Breath (20% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +29 darkness / +25 physical Burst (radius 1) on hit: +13 physical Burst (radius 2) on crit: +29 acid / +13 physical / +15 nature It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +44 (+12 eff.) Armour penetration: +26 Physical crit. chance: +17.0% Physical power: +13 (+2 eff.) Armour: +33 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 11 lightning / 38 darkness / 32 mind / 15 nature / 15 acid Changes stats: +21 Str / +26 Dex / +3 Mag / +7 Wil / +36 Cun / +16 Con Changes resistances: +10% lightning / +2% physical / +14% darkness / +12% blight / +9% nature / +10% acid Changes damage: +11% lightning / +11% nature / +11% acid Grants telepathy: Humanoid/Orc Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-2 turns) Critical mult.: +14.00% Reduces incoming crit damage: 10.00% Physical save: +95 (+18 eff.) Spell save: +16 (+6 eff.) Mental save: +78 (+15 eff.) Disarm immunity: +195% Life regen: +4.00 Stamina each turn: +1.50 Maximum life: +314.00 Maximum stamina: +40.00 Spell crit. chance: +20% Mindpower: +10 (+2 eff.) Mental crit. chance: +20% Infravision radius: +3 When used to modify unarmed attacks: Base power: 85.0 - 119.0 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +111 Armour Penetration: +35 Crit. chance: +63.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Set Up (20% chance level 5). When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Battle Shout (40% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +11 darkness / +52 physical Burst (radius 2) on crit: +13 lightning / +12 nature / +15 acid Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +103 (+27 eff.) Armour penetration: +44 Physical crit. chance: +18.0% Physical power: +8 (+1 eff.) Armour: +15 Effects on melee hit: * 30% chance to daze at end of turn * 47% chance to cause random gloom Damage (Melee): 15 acid / 14 fire / 79 darkness / 75 mind Changes stats: +5 Str / +43 Dex / +5 Wil / +26 Cun / +18 Con Changes resistances: +10% acid / +10% fire Changes damage: +9% acid / +11% fire Talent mastery: +0.20 Technique / Grappling Critical mult.: +19.00% Physical save: +53 (+10 eff.) Spell save: +20 (+7 eff.) Mental save: +38 (+8 eff.) Disarm immunity: +144% Life regen: +14.10 Stamina each turn: +7.10 Psi each turn: +0.40 Maximum life: +158.00 Maximum stamina: +113.00 Spell crit. chance: +20% Mindpower: +20 (+3 eff.) Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 57.0 - 79.8 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +87 Armour Penetration: +44 Crit. chance: +58.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Reproach (20% chance level 5). When this weapon hits: Perfect Strike (45% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Slumber (30% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +51 physical Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +14 acid / +15 fire Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +30 (+9 eff.) Armour penetration: +15 Armour: +3 Effects on melee hit: * 42% chance to blind Changes stats: +14 Str / +21 Dex / +23 Cun / +6 Con Changes resistances: +6% blight / +3% physical / +7% arcane Changes resistances penetration: +15% fire Talent cooldown: Double Strike (-3 turns) Physical save: +90 (+17 eff.) Spell save: +10 (+4 eff.) Mental save: +30 (+6 eff.) Blindness immunity: +5% Disarm immunity: +119% Confusion immunity: +10% Life regen: +10.00 Stamina each turn: +3.20 Psi each turn: +0.40 Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +65 Armour Penetration: +25 Crit. chance: +51.0% Attack speed: 83% When this weapon hits: Perfect Control (20% chance level 5). When this weapon hits: Set Up (30% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). Damage (Melee): +8 light / +12 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +40 (+11 eff.) Armour penetration: +15 Physical crit. chance: +18.0% Physical power: +20 (+3 eff.) Armour: +13 Damage (Melee): 13 nature Changes stats: +6 Str / +20 Dex / +9 Cun / +15 Con Changes resistances: +10% nature Changes damage: +10% nature Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Physical save: +68 (+13 eff.) Spell save: +20 (+7 eff.) Mental save: +45 (+9 eff.) Disarm immunity: +146% Hate when firing a critical mind attack: +5.00 Maximum life: +77.00 Maximum psi: +20.00 Spell crit. chance: +20% Mental crit. chance: +13% When used to modify unarmed attacks: Base power: 53.5 - 74.9 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +44 Armour Penetration: +25 Crit. chance: +30.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Poison Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +51 physical Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +15 nature It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Wil, 40% Str, 40% Cun, 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: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 220.15 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +24 (+7 eff.) Physical crit. chance: +15.0% Armour: +31 Damage (Melee): 29 lightning / 14 fire / 15 physical Changes stats: +36 Str / +14 Dex / +19 Wil / +14 Cun / +26 Con Changes resistances: +20% lightning / +10% fire / +6% acid / +3% physical Changes damage: +22% lightning / +10% fire / +10% physical Talent mastery: +0.80 Technique / Grappling Talent cooldown: Double Strike (-3 turns) Critical mult.: +13.00% Physical save: +119 (+22 eff.) Spell save: +19 (+7 eff.) Mental save: +80 (+15 eff.) Disarm immunity: +387% Life regen: +3.40 Stamina each turn: +2.00 Maximum life: +227.00 Maximum stamina: +51.00 Spell crit. chance: +20% Mental crit. chance: +19% When used to modify unarmed attacks: Base power: 64.0 - 89.6 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +89 Armour Penetration: +15 Crit. chance: +61.0% Attack speed: 83% When this weapon hits: Disarm (40% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Perfect Control (20% chance level 5). When this weapon hits: Lightning Breath (20% chance level 5). When this weapon hits: Set Up (30% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Battle Shout (30% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +12 lightning / +47 physical Burst (radius 1) on hit: +11 physical Burst (radius 2) on crit: +28 lightning / +9 fire / +15 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +63 (+17 eff.) Armour penetration: +55 Armour: +24 Damage (Melee): 14 acid / 14 physical / 15 cold / 15 fire / 15 nature / 14 lightning Damage when hit (Melee): 4 acid Changes stats: +10 Str / +43 Dex / +47 Cun / +6 Con Changes resistances: +10% acid / +15% darkness / +12% lightning / +8% fire / +9% nature / +16% cold Changes damage: +26% acid / +11% physical / +10% lightning / +8% fire / +8% nature / +8% cold Talent cooldown: Double Strike (-2 turns) Physical save: +64 (+13 eff.) Spell save: +10 (+4 eff.) Mental save: +49 (+10 eff.) Disarm immunity: +100% Life regen: +17.30 Stamina each turn: +3.90 Psi each turn: +1.04 Maximum life: +160.00 Infravision radius: +4 When used to modify unarmed attacks: Base power: 49.5 - 69.3 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +103 Armour Penetration: +55 Crit. chance: +55.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Perfect Strike (60% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (30% chance level 3). When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Set Up (20% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +8 acid / +24 physical / +29 darkness Burst (radius 1) on hit: +12 physical Burst (radius 2) on crit: +14 ice / +15 physical / +14 lightning / +14 fire / +15 nature / +15 acid It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +45 (+13 eff.) Armour penetration: +42 Physical crit. chance: +19.0% Armour: +17 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 27 lightning / 44 cold / 40 darkness / 67 mind Changes stats: +9 Str / +26 Dex / +10 Wil / +31 Cun / +18 Con Changes resistances: +20% lightning / +30% cold / +15% darkness / +19% mind Changes damage: +19% lightning / +33% cold / +22% mind Talent mastery: +0.40 Technique / Grappling Critical mult.: +15.00% Physical save: +30 (+6 eff.) Spell save: +10 (+4 eff.) Mental save: +30 (+6 eff.) Disarm immunity: +143% Life regen: +12.00 Stamina each turn: +2.00 Psi each turn: +0.70 Maximum life: +160.00 Spell crit. chance: +19% Mindpower: +10 (+2 eff.) Mental crit. chance: +19% Infravision radius: +4 Healing mod.: +10% When used to modify unarmed attacks: Base power: 57.5 - 80.5 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +68 Armour Penetration: +41 Crit. chance: +37.0% Attack speed: 83% When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (45% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (20% chance level 2). When this weapon hits: Ice Breath (30% chance level 5). When this weapon hits: Lightning Breath (20% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Psychic Lobotomy (40% chance level 5). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 56% chance to blind Damage Shield penetration (this weapon only): +40% Damage (Melee): +29 physical / +29 darkness Burst (radius 2) on crit: +45 ice / +4 physical / +30 mind / +29 lightning It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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: Accuracy: +19 (+6 eff.) Physical crit. chance: +40.0% Physical power: +12 (+2 eff.) Armour: +25 Fatigue: -6% Damage (Melee): 14 acid / 15 fire / 15 physical Changes stats: +19 Str / +15 Dex / +1 Mag / +5 Wil / +10 Cun / +37 Con Changes resistances: +10% acid / +10% fire Changes damage: +10% acid / +8% fire / +8% physical Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-2 turns) Critical mult.: +30.00% Physical save: +217 (+38 eff.) Spell save: +60 (+17 eff.) Mental save: +84 (+16 eff.) Disease immunity: +20% Silence immunity: +15% Disarm immunity: +343% Confusion immunity: +15% Life regen: +11.60 Stamina each turn: +2.60 Psi each turn: +0.71 Maximum life: +160.00 Spell crit. chance: +38% Mental crit. chance: +37% When used to modify unarmed attacks: Base power: 76.5 - 107.1 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +60 Armour Penetration: +15 Crit. chance: +73.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Set Up (20% chance level 5). When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Juggernaut (60% chance level 6). When this weapon hits: Second Wind (20% chance level 2). When this weapon crits: Cripple (40% chance level 5). Damage (Melee): +12 nature / +164 physical Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +15 acid / +15 fire / +14 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +50 (+14 eff.) Armour penetration: +44 Physical crit. chance: +20.0% Armour: +21 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 15 acid / 37 darkness / 15 fire / 14 nature / 40 mind Changes stats: +4 Str / +31 Dex / +30 Cun / +11 Con Changes resistances: +10% acid / +9% fire / +10% nature / +12% mind Changes damage: +10% acid / +11% fire / +11% nature / +6% physical Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +121 (+22 eff.) Spell save: +19 (+7 eff.) Mental save: +70 (+14 eff.) Cut immunity: +10% Disarm immunity: +197% Life regen: +21.00 Stamina each turn: +5.80 Psi each turn: +1.12 Maximum life: +236.00 Maximum stamina: +40.00 Spell crit. chance: +20% Mindpower: +10 (+2 eff.) Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 65.0 - 91.0 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +98 Armour Penetration: +44 Crit. chance: +39.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (45% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Second Wind (30% chance level 3). When this weapon hits: Perfect Control (20% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Battle Shout (30% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +51 physical Burst (radius 2) on crit: +14 acid / +12 fire / +12 nature Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +65 (+18 eff.) Armour penetration: +27 Physical crit. chance: +20.0% Armour: +29 Damage (Melee): 15 lightning / 30 physical / 13 mind Damage when hit (Melee): 12 acid Changes stats: +25 Str / +45 Dex / +42 Cun / +11 Con Changes resistances: +10% lightning / +21% acid / +18% fire / +10% mind / +3% nature Changes resistances penetration: +20% acid Changes damage: +11% lightning / +22% physical / +11% mind Talent cooldown: Double Strike (-5 turns) Critical mult.: +12.00% Physical save: +140 (+26 eff.) Spell save: +19 (+7 eff.) Mental save: +50 (+10 eff.) Disarm immunity: +198% Life regen: +9.50 Stamina each turn: +3.30 Psi each turn: +0.36 Maximum life: +80.00 Maximum stamina: +40.00 Spell crit. chance: +20% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 46.0 - 64.4 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +120 Armour Penetration: +34 Crit. chance: +103.0% Attack speed: 83% When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Perfect Control (20% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Set Up (50% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Sand Breath (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +12 acid / +54 physical Burst (radius 1) on hit: +27 physical Burst (radius 2) on crit: +11 lightning / +25 physical / +15 mind Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 376.56 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. This object's appearance was changed to Ruthless Grip. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +24 (+7 eff.) Armour penetration: +15 Physical power: +14 (+2 eff.) Armour: +52 Damage (Melee): 15 acid / 44 physical / 15 mind / 45 fire Changes stats: +31 Str / +23 Dex / +10 Wil / +27 Cun / +10 Con Changes resistances: +10% acid / +15% darkness / +28% fire / +10% mind / +9% lightning Changes damage: +6% acid / +32% physical / +11% mind / +33% fire Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-3 turns) Reduces incoming crit damage: 5.00% Physical save: +39 (+8 eff.) Mental save: +27 (+5 eff.) Disease immunity: +15% Disarm immunity: +94% Pinning immunity: +5% Life regen: +8.70 Stamina each turn: +3.30 Psi each turn: +0.34 Maximum life: +151.00 Maximum stamina: +38.00 Infravision radius: +4 When used to modify unarmed attacks: Base power: 60.5 - 84.7 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +76 Armour Penetration: +25 Crit. chance: +64.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Set Up (30% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Sand Breath (30% chance level 5). When this weapon hits: Fire Breath (30% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +29 darkness / +4 mind Burst (radius 1) on hit: +42 physical Burst (radius 2) on crit: +15 acid / +45 physical / +15 mind / +55 fire It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +43 (+12 eff.) Armour penetration: +15 Physical crit. chance: +20.0% Physical power: +107 (+17 eff.) Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 darkness / 12 nature / 14 cold / 34 mind / 15 fire Changes stats: +57 Str / +18 Dex / +20 Wil / +13 Cun / +31 Con Changes resistances: +8% fire / +9% nature / +10% cold Changes damage: +9% acid / +11% fire / +11% nature / +10% cold Talent mastery: +0.80 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +12.00% Physical save: +42 (+8 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +235% Life regen: +6.00 Stamina each turn: +1.40 Psi each turn: +0.31 Maximum life: +30.00 Spell crit. chance: +20% Mindpower: +6 (+1 eff.) Mental crit. chance: +17% When used to modify unarmed attacks: Base power: 102.0 - 142.8 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +39 Armour Penetration: +24 Crit. chance: +49.0% Attack speed: 83% When this weapon hits: Disarm (40% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Poison Breath (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 corrode armour by 30% Burst (radius 2) on crit: +15 ice / +12 fire / +15 nature It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 10% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 23 power out of 25/25) : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +59 (+16 eff.) Armour penetration: +14 Physical power: +19 (+3 eff.) Armour: +47 Damage (Melee): 14 lightning / 29 physical / 15 nature Changes stats: +8 Str / +12 Dex / +3 Wil / +26 Cun / +6 Con Changes resistances: +10% lightning / +18% temporal / +30% darkness / +6% acid / +7% arcane / +9% nature Changes resistances penetration: +10% lightning Changes damage: +11% lightning / +22% physical / +10% nature Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 15.00% Physical save: +57 (+11 eff.) Spell save: +10 (+4 eff.) Mental save: +78 (+15 eff.) Disarm immunity: +141% Life regen: +21.00 Stamina each turn: +5.10 Psi each turn: +1.52 Maximum life: +307.00 Infravision radius: +8 When used to modify unarmed attacks: Base power: 77.0 - 107.8 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +111 Armour Penetration: +25 Crit. chance: +47.0% Attack speed: 83% When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (40% chance level 4). When this weapon hits: Perfect Control (20% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Battle Shout (40% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Sand Breath (20% chance level 5). When this weapon crits: Dominate (20% chance level 5). Damage (Melee): +49 darkness / +29 physical Burst (radius 1) on hit: +29 physical Burst (radius 2) on crit: +15 lightning / +30 physical / +15 nature It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +50 (+14 eff.) Armour penetration: +27 Physical crit. chance: +20.0% Physical power: +40 (+7 eff.) Armour: +34 Effects on melee hit: * 65% chance to cause random gloom Damage (Melee): 27 physical / 115 mind / 115 darkness Damage when hit (Melee): 4 fire Changes stats: +12 Str / +16 Dex / +29 Cun / +22 Con Changes resistances: +36% darkness / +6% blight Changes damage: +20% physical Critical mult.: +15.00% Physical save: +113 (+21 eff.) Spell save: +36 (+11 eff.) Mental save: +49 (+10 eff.) Disarm immunity: +195% Life regen: +10.00 Stamina each turn: +3.20 Psi each turn: +0.33 Maximum life: +154.00 Maximum stamina: +29.00 Spell crit. chance: +18% Mindpower: +24 (+4 eff.) Mental crit. chance: +20% Infravision radius: +8 When used to modify unarmed attacks: Base power: 80.5 - 112.7 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +67 Armour Penetration: +35 Crit. chance: +49.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Sand Breath (20% chance level 5). When this weapon hits: Reproach (30% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Juggernaut (40% chance level 4). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Dominate (20% chance level 5). On weapon hit: * 40% chance to blind Damage (Melee): +4 nature / +96 physical / +54 darkness Burst (radius 1) on hit: +8 lightning / +30 physical Burst (radius 2) on crit: +8 light / +18 physical It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +42 (+12 eff.) Physical power: +20 (+3 eff.) Armour: +19 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Damage (Melee): 14 fire / 15 physical Changes stats: +10 Str / +12 Dex / +11 Cun / +4 Con Changes resistances: +9% fire / +14% darkness / +6% mind Changes damage: +8% physical / +11% fire Talent cooldown: Double Strike (-1 turn) Physical save: +83 (+16 eff.) Spell save: +10 (+4 eff.) Mental save: +23 (+5 eff.) Disarm immunity: +50% Life regen: +4.30 Stamina each turn: +1.30 Psi each turn: +0.37 Maximum life: +80.00 Infravision radius: +4 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When used to modify unarmed attacks: Base power: 52.0 - 72.8 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +45 Armour Penetration: +15 Crit. chance: +49.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +29 darkness / +29 physical Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +11 physical / +12 fire It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +78 (+21 eff.) Armour penetration: +42 Physical power: +16 (+3 eff.) Armour: +19 Effects on melee hit: * 10 arcane resource burn Damage (Melee): 30 acid / 11 fire / 15 physical Changes stats: +11 Str / +37 Dex / +35 Cun / +23 Con Changes resistances: +20% acid / +15% darkness / +10% fire / +6% light / +6% cold Changes damage: +19% acid / +10% fire / +10% physical Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +144 (+26 eff.) Spell save: +40 (+12 eff.) Mental save: +74 (+14 eff.) Disarm immunity: +225% Life regen: +17.60 Stamina each turn: +3.90 Psi each turn: +1.05 Psi when hit: +0.08 Only die when reaching: -20.00 life Maximum life: +80.00 Infravision radius: +4 When used to modify unarmed attacks: Base power: 52.0 - 72.8 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +89 Armour Penetration: +45 Crit. chance: +47.0% Attack speed: 83% When this weapon hits: Acid Breath (20% chance level 5). When this weapon hits: Perfect Strike (45% chance level 5). When this weapon hits: Juggernaut (40% chance level 4). When this weapon hits: Second Wind (30% chance level 3). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +116 physical / +29 darkness / +8 mind Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +28 acid / +15 fire / +15 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +45 (+13 eff.) Armour penetration: +41 Physical power: +60 (+10 eff.) Armour: +19 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Damage (Melee): 13 physical / 14 mind / 12 fire Damage when hit (Melee): 12 physical Changes stats: +33 Str / +37 Dex / +5 Wil / +34 Cun / +35 Con Changes resistances: +10% fire / +9% mind / +2% physical Changes damage: +17% physical / +10% mind / +11% fire Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-2 turns) Physical save: +164 (+30 eff.) Spell save: +46 (+14 eff.) Mental save: +69 (+14 eff.) Disarm immunity: +299% Life regen: +4.00 Stamina each turn: +2.00 Maximum life: +80.00 Maximum stamina: +39.00 Healing mod.: +10% When used to modify unarmed attacks: Base power: 75.5 - 105.7 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +72 Armour Penetration: +47 Crit. chance: +38.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Strike (45% chance level 5). When this weapon hits: Juggernaut (50% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Set Up (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). On weapon hit: * 56% chance to cause random gloom Damage (Melee): +141 physical Burst (radius 1) on hit: +14 physical Burst (radius 2) on crit: +15 physical / +15 mind / +15 fire Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +54 (+15 eff.) Armour penetration: +21 Physical crit. chance: +44.0% Physical power: +32 (+5 eff.) Armour: +19 Effects on melee hit: * 23% chance to cause random gloom Damage (Melee): 15 acid / 15 physical / 40 darkness / 30 cold / 37 mind Damage when hit (Melee): 8 mind Changes stats: +26 Str / +29 Dex / +9 Wil / +28 Cun / +24 Con Changes resistances: +10% acid / +17% cold / +15% darkness / +3% nature Changes damage: +11% acid / +22% cold / +6% mind / +11% physical Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +29.00% Physical save: +75 (+15 eff.) Spell save: +20 (+7 eff.) Mental save: +30 (+6 eff.) Disarm immunity: +194% Life regen: +4.50 Stamina each turn: +1.10 Psi each turn: +0.40 Maximum life: +80.00 Spell crit. chance: +40% Mindpower: +6 (+1 eff.) Mental crit. chance: +39% Infravision radius: +3 When used to modify unarmed attacks: Base power: 74.5 - 104.3 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +68 Armour Penetration: +33 Crit. chance: +70.0% Attack speed: 83% When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Ice Breath (20% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Acid Breath (10% chance level 5). When this weapon crits: Cripple (40% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +29 darkness / +50 physical Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +26 ice / +13 physical / +12 light / +12 acid It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +94 (+25 eff.) Armour penetration: +30 Physical crit. chance: +40.0% Armour: +24 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Effects on melee hit: * 71% chance to cause random gloom Damage (Melee): 14 fire / 103 mind / 97 darkness Changes stats: +10 Str / +34 Dex / +44 Cun / +5 Con Changes resistances: +1% physical / +45% darkness / +10% fire / +3% nature / +15% light Changes damage: +11% fire Talent cooldown: Double Strike (-2 turns) Critical mult.: +30.00% Reduces incoming crit damage: 5.00% Physical save: +69 (+14 eff.) Spell save: +10 (+4 eff.) Mental save: +43 (+9 eff.) Cut immunity: +15% Disarm immunity: +100% Life regen: +2.60 Stamina each turn: +2.00 Maximum life: +233.00 Maximum stamina: +23.00 Spell crit. chance: +40% Mindpower: +29 (+5 eff.) Mental crit. chance: +33% Infravision radius: +12 When used to modify unarmed attacks: Base power: 77.5 - 108.5 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +126 Armour Penetration: +35 Crit. chance: +112.0% Attack speed: 83% When this weapon hits: Battle Shout (30% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Set Up (20% chance level 5). When this weapon hits: Reproach (30% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Cripple (40% chance level 5). When this weapon crits: Dominate (30% chance level 5). Damage (Melee): +18 physical / +77 darkness / +8 light Burst (radius 2) on crit: +14 fire It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% * 42% chance to corrode armour by 30% Damage when hit (Melee): 10 physical Changes stats: +31 Str / +10 Dex / +17 Wil / +12 Con Changes resistances: +24% acid / +9% light / +15% blight / +15% cold / +15% lightning / +15% fire Allows you to breathe in: water Physical save: +26 (+5 eff.) Mental save: +56 (+11 eff.) Light radius: +2 Infravision radius: +5 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 2005.8 Physical damage. If the attack hits, the target is confused (41% 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 18 power out of 30/30) : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 87.17 to 261.52 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
![]() 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 (+4 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 23 power out of 32/32) : Effective talent level: 3.0 Power cost: 23 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 9%, 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. |
![]() Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 23 power out of 50/50) : Effective talent level: 2.0 Power cost: 23 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 45.97 fire and 42.62 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 23 power out of 50/50) : Effective talent level: 2.0 Power cost: 23 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 45.97 fire and 42.62 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 blight / 10 vim draining blight Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +15% darkness Changes damage: +15% blight / +22% arcane Disarm immunity: +10% Confusion immunity: +10% Maximum vim: +25.00 Spell crit. chance: +6% It can be used to activate talent Vimsense (costing 23 power out of 45/45) : Effective talent level: 2.0 Power cost: 23 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 8%, 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% mind / +10% arcane / +15% light Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects, costing 18 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +8 Physical crit. chance: +7.0% Physical power: +28 (+5 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 30 physical Changes stats: +74 Str / +47 Dex / +19 Wil / +20 Cun / +5 Con / +17 Lck Changes resistances: +15% acid / +28% physical / -33% light / +9% darkness / +15% fire / +15% lightning / +34% cold Allows you to breathe in: water Physical save: +104 (+20 eff.) Mental save: +30 (+6 eff.) Life regen: +7.30 Equilibrium when hit: +0.08 Spell crit. chance: +8% Mental crit. chance: +6% Light radius: +2 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 2005.8 Physical damage. If the attack hits, the target is confused (41% 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. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Mental save: -25 (-5 eff.) Confusion immunity: -30% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Infravision radius: +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 27 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +12 (+2 eff.) Armour: +11 Fatigue: +5% Damage when hit (Melee): 30 physical Changes stats: +71 Str / +14 Dex / +23 Wil / +10 Cun / +15 Con Changes resistances: +6% acid / +53% darkness / +15% blight / +6% nature / +25% mind / +19% light Physical save: +89 (+17 eff.) Spell save: +39 (+12 eff.) Mental save: +81 (+16 eff.) Poison immunity: +20% Confusion immunity: +49% Pinning immunity: +15% Mindpower: +5 (+1 eff.) Light radius: +4 Infravision radius: +7 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 2005.8 Physical damage. If the attack hits, the target is confused (41% 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. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 14 power out of 15/15) : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +16 Physical power: +17 (+3 eff.) Armour: +17 Defense: +10 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 physical Changes stats: +35 Str / +35 Dex / +21 Wil / +17 Cun / +21 Con Changes resistances: +15% physical / +25% darkness / +15% blight / +13% nature / +25% mind / +7% arcane Physical save: +53 (+10 eff.) Spell save: +35 (+11 eff.) Mental save: +85 (+16 eff.) Confusion immunity: +44% Stun/Freeze immunity: +10% Stamina when hit: +2.90 Equilibrium when hit: +2.80 Maximum life: +110.00 Light radius: +2 Infravision radius: +12 Healing mod.: +27% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 2005.8 Physical damage. If the attack hits, the target is confused (41% 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. |
![]() 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 (+5 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 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 11 power out of 16/16) : Effective talent level: 4.0 Power cost: 11 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 115.71 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. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +86 Defense: +30 (+10 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 27 light Changes stats: +19 Str / +4 Mag / +20 Wil / +19 Cun / +20 Con Changes resistances: +58% lightning / +48% physical / +56% darkness / +48% blight / +68% cold / +54% fire / +98% acid Changes damage: +12% physical Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Physical save: +63 (+12 eff.) Mental save: +85 (+16 eff.) Blindness immunity: +15% Disarm immunity: +38% Stun/Freeze immunity: +40% Knockback immunity: +30% Life regen: +4.10 Maximum life: +335.00 Light radius: +4 Infravision radius: +2 Healing mod.: +30% A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +46 Defense: +37 (+12 eff.) Fatigue: +20% Damage when hit (Melee): 11 light Changes stats: +21 Str / +25 Wil / +30 Cun / +12 Con Changes resistances: +93% lightning / +50% darkness / +88% fire / +62% acid / +45% physical / +7% arcane / +28% blight / +56% cold / +10% mind / +3% light Grants telepathy: Humanoid/Orc Talent cooldown: Rush (-10 turns) Critical mult.: +6.00% Physical save: +14 (+3 eff.) Mental save: +129 (+24 eff.) Disarm immunity: +80% Stun/Freeze immunity: +78% Knockback immunity: +77% Life regen: +14.00 Maximum life: +387.00 Mindpower: +8 (+1 eff.) Light radius: +4 Healing mod.: +113% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +101 Defense: +53 (+16 eff.) Fatigue: +7% Damage when hit (Melee): 8 nature / 38 physical Changes stats: +31 Str / +9 Wil / +27 Cun / +19 Con Changes resistances: +66% acid / +59% physical / +20% darkness / +39% lightning / +70% cold / +9% mind / +39% fire Changes resistances penetration: +20% darkness Changes damage: +15% darkness Allows you to breathe in: water Physical save: +54 (+11 eff.) Spell save: +40 (+12 eff.) Mental save: +120 (+22 eff.) Life regen: +3.90 Psi when hit: +0.04 Maximum life: +394.00 Light radius: +2 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +5 Armour: +89 Defense: +48 (+15 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +6% Effects on melee hit: * Slows global speed by 42% Damage when hit (Melee): 14 light Changes stats: +22 Str / +3 Dex / +14 Wil / +20 Cun / +13 Con Changes resistances: +92% lightning / +95% physical / +48% darkness / +76% acid / +30% blight / +111% cold / +10% mind / +99% fire Changes resistances penetration: +15% physical Talent cooldown: Rush (-10 turns) Allows you to breathe in: water Physical save: +79 (+15 eff.) Mental save: +89 (+17 eff.) Disarm immunity: +77% Stun/Freeze immunity: +80% Knockback immunity: +80% Life regen: +3.60 Maximum life: +119.00 Light radius: +4 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +82 Defense: +24 (+8 eff.) Fatigue: +16% Damage when hit (Melee): 56 light / 20 physical Changes stats: +19 Str / +5 Dex / +33 Wil / +15 Cun / +14 Con Changes resistances: +53% acid / +40% physical / +118% darkness / +39% lightning / +117% blight / +63% cold / +6% mind / +73% fire Talent cooldown: Rush (-10 turns) Allows you to breathe in: water Physical save: +9 (+2 eff.) Mental save: +55 (+11 eff.) Blindness immunity: +15% Disarm immunity: +84% Stun/Freeze immunity: +77% Knockback immunity: +80% Life regen: +22.80 Stamina each turn: +4.40 Maximum life: +291.00 Light radius: +9 Healing mod.: +50% A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +38 Defense: +27 (+9 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 lightning Changes stats: +6 Str / +9 Wil / +15 Cun / +9 Con Changes resistances: +44% acid / +15% physical / +24% lightning / +9% blight / +70% cold / +9% mind / +65% fire Changes damage: +3% darkness Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Mental save: +67 (+13 eff.) Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +39% Stamina each turn: +0.40 A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +76 Defense: +27 (+9 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 14 light / 19 physical Changes stats: +25 Str / +22 Wil / +24 Cun / +19 Con Changes resistances: +75% acid / +43% physical / +37% darkness / +30% blight / +100% cold / +37% lightning / +60% fire Changes damage: +21% acid Talent cooldown: Rush (-10 turns) Allows you to breathe in: water Physical save: +21 (+4 eff.) Mental save: +75 (+15 eff.) Disarm immunity: +79% Pinning immunity: +15% Stun/Freeze immunity: +76% Knockback immunity: +80% Life regen: +11.50 Maximum life: +433.00 Light radius: +4 Healing mod.: +83% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +60 Defense: +9 (+3 eff.) Fatigue: -3% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 28 light Changes stats: +42 Str / +23 Wil / +9 Cun / +11 Con Changes resistances: +73% acid / +91% physical / +120% darkness / +9% temporal / +60% blight / +57% fire / +56% lightning / +38% cold Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Physical save: +116 (+22 eff.) Spell save: +3 (+1 eff.) Mental save: +25 (+5 eff.) Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +40% Life regen: +3.90 Maximum life: +260.00 Mental crit. chance: +4% Light radius: +10 Healing mod.: +17% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +20 Defense: +18 (+6 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 22 light / 18 physical Changes stats: +14 Str / +21 Wil / +9 Cun / +12 Con Changes resistances: +15% acid / +16% physical / +58% darkness / +15% cold / +57% blight / +48% fire / +9% nature / +42% lightning Talent cooldown: Rush (-5 turns) Mental save: +25 (+5 eff.) Disarm immunity: +39% Stun/Freeze immunity: +36% Knockback immunity: +40% Life regen: +4.00 Stamina each turn: +0.40 Only die when reaching: -80.00 life Maximum life: +196.00 Light radius: +4 Healing mod.: +30% A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +54 Defense: +9 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 28 light Changes stats: +37 Str / +47 Wil / +38 Cun / +18 Con Changes resistances: +71% acid / +52% physical / +98% darkness / +38% lightning / +55% blight / +62% cold / +10% mind / +59% fire Changes resistances penetration: +25% light Changes damage: +3% light Talent cooldown: Rush (-10 turns) Allows you to breathe in: water Physical save: +21 (+4 eff.) Mental save: +131 (+24 eff.) Disarm immunity: +80% Stun/Freeze immunity: +80% Knockback immunity: +80% Life regen: +15.80 Stamina each turn: +4.80 Maximum life: +94.00 Light radius: +11 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +32 Defense: +24 (+8 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 13 light Changes stats: +12 Str / +16 Wil / +22 Cun / +12 Con Changes resistances: +45% acid / +24% physical / +26% darkness / +30% blight / +12% fire / +18% lightning / +42% cold Talent cooldown: Rush (-5 turns) Physical save: +24 (+5 eff.) Mental save: +68 (+13 eff.) Disarm immunity: +40% Stun/Freeze immunity: +32% Knockback immunity: +39% Only die when reaching: -20.00 life Maximum life: +100.00 Light radius: +2 A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +117 Defense: +24 (+8 eff.) Fatigue: +6% Damage when hit (Melee): 20 physical Changes stats: +28 Str / +18 Wil / +24 Cun / +17 Con Changes resistances: +77% acid / +85% physical / +26% darkness / +15% light / +76% fire / +123% cold / +6% nature / +69% lightning Changes resistances penetration: +5% mind / +5% fire Talent cooldown: Rush (-15 turns) Physical save: +27 (+5 eff.) Mental save: +72 (+14 eff.) Disarm immunity: +120% Stun/Freeze immunity: +118% Knockback immunity: +119% Life regen: +3.60 Maximum life: +220.00 Light radius: +2 Healing mod.: +29% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +93 Defense: +38 (+12 eff.) Fatigue: +6% Effects on melee hit: * 42% chance to daze at end of turn Changes stats: +16 Str / +18 Wil / +30 Cun / +7 Con Changes resistances: +73% acid / +27% physical / +17% darkness / +6% light / +43% fire / +13% lightning / +104% cold Changes damage: +12% lightning / +9% fire / +3% light Allows you to breathe in: water Physical save: +23 (+4 eff.) Spell save: +42 (+13 eff.) Mental save: +88 (+17 eff.) Life regen: +8.00 Maximum life: +391.00 Light radius: +2 Healing mod.: +58% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +69 Defense: +37 (+12 eff.) Fatigue: +17% Damage when hit (Melee): 36 light Changes stats: +23 Str / +46 Wil / +47 Cun / +13 Con Changes resistances: +56% lightning / +79% darkness / +56% fire / +9% nature / +27% acid / +40% physical / +51% blight / +26% cold / +10% mind / +3% light Talent cooldown: Rush (-5 turns) Critical mult.: +15.00% Physical save: +15 (+3 eff.) Mental save: +171 (+31 eff.) Disarm immunity: +40% Stun/Freeze immunity: +36% Knockback immunity: +40% Life regen: +17.40 Stamina each turn: +4.80 Equilibrium when hit: +0.04 Maximum life: +200.00 Maximum psi: +30.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +1% Light radius: +6 Healing mod.: +21% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +78 Defense: +39 (+13 eff.) Fatigue: +16% Effects on melee hit: * 42% chance to corrode armour by 30% Damage when hit (Melee): 12 light Changes stats: +32 Str / +15 Wil / +21 Cun / +14 Con Changes resistances: +12% lightning / +12% temporal / +63% darkness / +13% fire / +81% acid / +51% physical / +30% blight / +28% cold / +6% light Changes resistances penetration: +15% darkness Changes damage: +6% acid Allows you to breathe in: water Physical save: +40 (+8 eff.) Spell save: +36 (+11 eff.) Mental save: +72 (+14 eff.) Life regen: +19.20 Stamina each turn: +2.20 Maximum life: +536.00 Light radius: +6 Healing mod.: +85% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +61 Defense: +24 (+8 eff.) Fatigue: +16% Changes stats: +9 Str / +13 Wil / +11 Cun / +5 Con Changes resistances: +54% acid / +15% physical / +15% lightning / +44% cold / +10% mind / +48% fire Talent cooldown: Rush (-5 turns) Physical save: +12 (+2 eff.) Mental save: +73 (+14 eff.) Disarm immunity: +40% Stun/Freeze immunity: +31% Knockback immunity: +36% Life regen: +0.40 Only die when reaching: -40.00 life Infravision radius: +2 A suit of armour made of metal plates. |
![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +3 Dex / +3 Con Changes resistances: +15% cold / +10% fire Healing mod.: +30% Steampower: +10 (+4 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects, costing 11 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +84 Defense: +24 (+8 eff.) Fatigue: +20% Damage when hit (Melee): 14 light / 40 physical Changes stats: +46 Str / +28 Wil / +24 Cun / +23 Con Changes resistances: +56% lightning / +76% physical / +78% darkness / +6% temporal / +22% blight / +40% cold / +50% fire / +43% acid Grants telepathy: Dragon Humanoid/Orc Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Physical save: +40 (+8 eff.) Spell save: +9 (+3 eff.) Mental save: +73 (+14 eff.) Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +40% Maximum life: +200.00 Light radius: +8 Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +76 Defense: +30 (+10 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 42% Damage when hit (Melee): 28 light Changes stats: +29 Str / +19 Wil / +15 Cun / +19 Con Changes resistances: +98% lightning / +6% temporal / +66% darkness / +43% fire / +6% nature / +85% acid / +57% physical / +53% blight / +70% cold Changes damage: +6% physical Talent cooldown: Rush (-10 turns) Allows you to breathe in: water Physical save: +15 (+3 eff.) Spell save: +20 (+7 eff.) Mental save: +50 (+10 eff.) Disarm immunity: +78% Stun/Freeze immunity: +75% Knockback immunity: +80% Life regen: +10.80 Maximum life: +451.00 Light radius: +6 Healing mod.: +85% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +51 Defense: +9 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 14 light Changes stats: +34 Str / +13 Wil / +9 Cun / +11 Con Changes resistances: +67% lightning / +9% temporal / +69% darkness / +26% fire / +11% acid / +50% physical / +30% blight / +44% cold / +30% mind Changes resistances penetration: +20% nature Allows you to breathe in: water Physical save: +57 (+11 eff.) Mental save: +113 (+21 eff.) Life regen: +7.90 Maximum life: +387.00 Maximum psi: +20.00 Mindpower: +10 (+2 eff.) Light radius: +6 Healing mod.: +55% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +105 Defense: +23 (+7 eff.) Fatigue: +7% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 20 physical Changes stats: +16 Str / +17 Wil / +24 Cun / +17 Con Changes resistances: +190% acid / +84% physical / +112% lightning / +73% fire / +138% cold / +6% nature / +9% temporal Changes resistances penetration: +15% acid Changes damage: +6% acid Grants telepathy: Humanoid/Orc Talent cooldown: Rush (-15 turns) Allows you to breathe in: water Physical save: +28 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +74 (+14 eff.) Disarm immunity: +119% Stun/Freeze immunity: +120% Knockback immunity: +98% A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +42 Defense: +23 (+7 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 22 light Changes stats: +38 Str / +34 Wil / +24 Cun / +18 Con Changes resistances: +40% acid / +59% physical / +97% darkness / +6% light / +59% blight / +87% fire / +59% lightning / +117% cold Changes resistances penetration: +30% light Changes damage: +9% light Talent cooldown: Rush (-10 turns) Allows you to breathe in: water Physical save: +13 (+2 eff.) Mental save: +75 (+15 eff.) Disarm immunity: +76% Stun/Freeze immunity: +78% Knockback immunity: +77% Life regen: +11.50 Maximum life: +371.00 Light radius: +8 Healing mod.: +90% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +61 Defense: +24 (+8 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 13 light / 20 physical Changes stats: +59 Str / +16 Wil / +14 Cun / +44 Con Changes resistances: +39% acid / +57% physical / +64% darkness / +23% lightning / +28% blight / +73% cold / +7% arcane / +59% fire Changes resistances penetration: +15% darkness Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Physical save: +28 (+5 eff.) Mental save: +50 (+10 eff.) Disarm immunity: +40% Stun/Freeze immunity: +38% Knockback immunity: +34% Life regen: +4.00 Maximum life: +644.00 Light radius: +6 Infravision radius: +4 Healing mod.: +28% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+4 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Physical crit. chance: +2.0% Physical power: +18 (+3 eff.) Armour: +4 Fatigue: -10% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 acid Changes stats: +8 Str / +4 Dex / +5 Con Changes resistances: +15% nature / +21% darkness Changes resistances penetration: +5% physical Changes damage: +14% fire / +15% mind / +10% nature Damage affinity(heal): +15% darkness Critical mult.: +20.00% Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +30 (+6 eff.) Maximum life: +127.00 Maximum stamina: +30.00 Infravision radius: +11 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +8 Physical power: +20 (+3 eff.) Armour: +4 Defense: +8 (+2 eff.) Fatigue: -10% Changes stats: +13 Str / +6 Dex / +5 Mag / +6 Cun Changes resistances: +9% lightning / +10% physical / +15% darkness Changes damage: +9% acid / +15% fire / +15% mind / +9% darkness Damage affinity(heal): +15% darkness Critical mult.: +19.00% Mental save: +13 (+3 eff.) Maximum life: +39.00 Maximum stamina: +30.00 Infravision radius: +22 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 16 nature Changes stats: +12 Cun / +3 Str Changes resistances: +6% temporal Changes resistances penetration: +24% physical Changes damage: +9% lightning / +3% nature / +6% darkness Spell save: +30 (+10 eff.) Maximum life: +38.00 Maximum stamina: +30.00 Infravision radius: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +5 Cun Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+3 eff.) Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack, costing 4 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() Infused 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: +15 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Changes stats: +7 Wil / +11 Cun / +6 Con Changes resistances: +13% blight / +6% darkness Changes resistances penetration: +15% all Critical mult.: +28.00% Physical save: +42 (+8 eff.) Spell save: +30 (+10 eff.) Mental save: +12 (+2 eff.) Blindness immunity: +100% Confusion immunity: +59% Life regen: +6.50 Maximum life: +160.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +8 Infravision radius: +9 See stealth: +50 See invisible: +51 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 23 power out of 25/25) : Effective talent level: 2.0 Power cost: 23 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 94.46 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 94.46 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. |
![]() Infused 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: +14 Defense: +30 (+10 eff.) Effects on melee hit: * 28 arcane resource burn Damage when hit (Melee): 4 fire Changes stats: +1 Wil / +19 Cun / +6 Con Changes resistances: +15% blight / +12% cold / +9% lightning Changes resistances penetration: +15% all Physical save: +35 (+7 eff.) Spell save: +38 (+12 eff.) Mental save: +53 (+11 eff.) Life regen: +5.90 Equilibrium when hit: +0.08 Maximum life: +147.00 Mental crit. chance: +1% Light radius: -9 Infravision radius: +18 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Defense: +15 (+5 eff.) Fatigue: -8% Effects on melee hit: * Slows global speed by 30% Changes stats: +11 Wil / +4 Cun / +12 Con Changes resistances: +28% blight / +3% light / +3% acid Changes resistances penetration: +20% acid Critical mult.: +20.00% Physical save: +20 (+4 eff.) Spell save: +18 (+6 eff.) Mental save: +35 (+7 eff.) Blindness immunity: +91% Confusion immunity: +49% Life regen: +12.50 Light radius: +26 Infravision radius: +2 See stealth: +75 See invisible: +71 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 5.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 56 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +20 (+3 eff.) Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Changes stats: +22 Cun / +14 Wil Changes resistances penetration: +15% acid / +10% mind Critical mult.: +40.00% Mental save: +51 (+10 eff.) Blindness immunity: +50% Confusion immunity: +24% Knockback immunity: +15% Only die when reaching: -60.00 life Mindpower: +24 (+4 eff.) Mental crit. chance: +25% Light radius: -10 Infravision radius: +17 See stealth: +67 See invisible: +67 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 51 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused 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: +14 Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Defense: +18 (+6 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +14 Wil / +11 Cun / +6 Con Changes resistances: +24% blight / +9% light Changes resistances penetration: +14% all Changes damage: +13% mind Critical mult.: +20.00% Physical save: +18 (+3 eff.) Spell save: +50 (+15 eff.) Mental save: +20 (+4 eff.) Blindness immunity: +50% Confusion immunity: +21% Life regen: +6.50 Hate when firing a critical mind attack: +2.00 Maximum life: +80.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Light radius: +7 Infravision radius: +9 See stealth: +24 See invisible: +22 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused 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: +14 Defense: +15 (+5 eff.) Fatigue: -6% Changes stats: +11 Cun / +11 Con Changes resistances: +30% blight / +6% acid Changes resistances penetration: +10% physical / +15% all Changes damage: +9% fire Physical save: +34 (+7 eff.) Spell save: +37 (+12 eff.) Mental save: +20 (+4 eff.) Blindness immunity: +100% Confusion immunity: +58% Life regen: +13.60 Maximum life: +80.00 Light radius: +12 Infravision radius: +9 See stealth: +45 See invisible: +43 Healing mod.: +28% It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused 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: +26 Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Damage when hit (Melee): 8 mind Changes stats: +6 Wil / +9 Cun / +6 Con Changes resistances: +13% blight Changes resistances penetration: +29% all Critical mult.: +17.00% Physical save: +45 (+9 eff.) Mental save: +12 (+2 eff.) Blindness immunity: +15% Silence immunity: +10% Knockback immunity: +15% Life regen: +6.50 Maximum life: +72.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +3 Infravision radius: +9 Healing mod.: +27% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 25 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 132.13 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 615.88 fire damage (based on Magic), costing 45 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 182 power out of 164/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 385.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 61] amazing fiery salve [power 61]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 281% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (61% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing frost salve [power 61] amazing frost salve [power 61]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 281% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (61% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing water salve [power 61] amazing water salve [power 61]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 281% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (61% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
simple pain suppressor salve [power 331] simple pain suppressor salve [power 331]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 281% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -331 life and reduces all damage by 12% for 5 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +18% lightning Stun/Freeze immunity: +30% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +9 (+2 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +30% Disease immunity: +30% Cut immunity: +30% Life regen: +2.00 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' When attach to an other item: Critical mult.: +6.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Critical mult.: +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Defense: +10 (+3 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+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 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
![]() Infused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Asalami the Ogre Cursed level 41
10th Haze 123rd year of Ascendancy at 20:29 see stats
By Asalami the Ogre Cursed level 50
60th Regrowth 124th year of Ascendancy at 07:01 see stats
By Asalami the Ogre Cursed level 41
9th Haze 123rd year of Ascendancy at 03:13 see stats
By Asalami the Ogre Cursed level 11
36th Dusk 122nd year of Ascendancy at 22:27 see stats
By Asalami the Ogre Cursed level 50
48th Regrowth 124th year of Ascendancy at 10:07 see stats
By Asalami the Ogre Cursed level 50
46th Regrowth 124th year of Ascendancy at 13:42 see stats
By Asalami the Ogre Cursed level 45
21st Haze 123rd year of Ascendancy at 23:18 see stats
By Asalami the Ogre Cursed level 31
15th Pyre 123rd year of Ascendancy at 02:05 see stats
By Asalami the Ogre Cursed level 46
78th Haze 123rd year of Ascendancy at 18:28 see stats
By Asalami the Ogre Cursed level 44
19th Haze 123rd year of Ascendancy at 04:44 see stats
By Asalami the Ogre Cursed level 2
75th Pyre 122nd year of Ascendancy at 13:58 see stats
By Asalami the Ogre Cursed level 21
73rd Haze 122nd year of Ascendancy at 22:00 see stats
By Asalami the Ogre Cursed level 31
18th Pyre 123rd year of Ascendancy at 06:00 see stats
By Asalami the Ogre Cursed level 37
32nd Dusk 123rd year of Ascendancy at 02:03 see stats
By Asalami the Ogre Cursed level 41
14th Haze 123rd year of Ascendancy at 00:14 see stats
By Asalami the Ogre Cursed level 21
75th Haze 122nd year of Ascendancy at 16:47 see stats
By Asalami the Ogre Cursed level 32
34th Pyre 123rd year of Ascendancy at 21:42 see stats
By Asalami the Ogre Cursed level 10
20th Dusk 122nd year of Ascendancy at 16:08 see stats
By Asalami the Ogre Cursed level 20
71st Haze 122nd year of Ascendancy at 16:22 see stats
By Asalami the Ogre Cursed level 30
13rd Pyre 123rd year of Ascendancy at 18:59 see stats
By Asalami the Ogre Cursed level 40
5th Haze 123rd year of Ascendancy at 14:11 see stats
By Asalami the Ogre Cursed level 50
34th Regrowth 124th year of Ascendancy at 04:45 see stats
By Asalami the Ogre Cursed level 49
34th Regrowth 124th year of Ascendancy at 01:50 see stats
By Asalami the Ogre Cursed level 12
70th Dusk 122nd year of Ascendancy at 02:01 see stats
By Asalami the Ogre Cursed level 26
73rd Regrowth 123rd year of Ascendancy at 11:18 see stats
By Asalami the Ogre Cursed level 36
30th Dusk 123rd year of Ascendancy at 20:40 see stats
By Asalami the Ogre Cursed level 45
19th Haze 123rd year of Ascendancy at 16:15 see stats
By Asalami the Ogre Cursed level 25
69th Regrowth 123rd year of Ascendancy at 23:36 see stats
By Asalami the Ogre Cursed level 44
19th Haze 123rd year of Ascendancy at 05:49 see stats
By Asalami the Ogre Cursed level 13
2nd Haze 122nd year of Ascendancy at 19:08 see stats
By Asalami the Ogre Cursed level 8
15th Dusk 122nd year of Ascendancy at 02:54 see stats
By Asalami the Ogre Cursed level 46
78th Haze 123rd year of Ascendancy at 18:29 see stats
By Asalami the Ogre Cursed level 8
12nd Dusk 122nd year of Ascendancy at 22:35 see stats
By Asalami the Ogre Cursed level 46
49th Haze 123rd year of Ascendancy at 05:21 see stats
By Asalami the Ogre Cursed level 34
2nd Dusk 123rd year of Ascendancy at 08:42 see stats
By Asalami the Ogre Cursed level 2
75th Pyre 122nd year of Ascendancy at 13:58 see stats
By Asalami the Ogre Cursed level 2
75th Pyre 122nd year of Ascendancy at 13:58 see stats
By Asalami the Ogre Cursed level 40
8th Haze 123rd year of Ascendancy at 08:49 see stats
By Asalami the Ogre Cursed level 50
67th Regrowth 124th year of Ascendancy at 16:02 see stats
Log
You transfer voratun longsword 'Blazescar' (86.5-121.1 power, 10 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Brenuharakath the elven-silk cloak (78 def, 10 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer voratun amulet 'Ulusta' to the online item's vault.
Saving done.
Saving game...
Saving done.
Error while transfering Hileg [power 4] (9 cooldown) to the online item's vault, please retry later.
Server said: unknown reason
Saving done.
You transfer Hileg [power 4] (9 cooldown) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Arcborn to the online item's vault.
Saving done.
Saving game...
Saving done.
Asalami deactivates Psiblades.
Asalami deactivates Gloom.
Asalami deactivates Cleave.
Asalami deactivates Antimagic Shield.
Asalami deactivates Stalk.
Asalami deactivates Wild Growth.