Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Alchemist Quest Reward Display 1.1.5When viewing the quest, displays details about the various rewards you are working towards. Example: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: ..." Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Berserker |
| Level / Exp | 54 / 74% |
| Size | big |
| Lifes / Deaths | Killed by Araavzel the shalore at level 12 on the 20th Dusk 122nd year of Ascendancy at 12:39 0 / 8Killed by Lisariakira the midge swarm at level 33 on the 44th Dusk 122nd year of Ascendancy at 16:35 Killed by Lisariakira the midge swarm at level 33 on the 44th Dusk 122nd year of Ascendancy at 16:49 Killed by radiant horror at level 40 on the 48th Dusk 122nd year of Ascendancy at 16:14 Killed by Liseldamina the blade horror at level 40 on the 48th Dusk 122nd year of Ascendancy at 18:04 Killed by Emelabeth the sandworm destroyer at level 45 on the 1st Haze 122nd year of Ascendancy at 22:50 Killed by Emelabeth the sandworm destroyer at level 45 on the 1st Haze 122nd year of Ascendancy at 23:22 Killed by Xanyta the thief at level 54 on the 7th Haze 122nd year of Ascendancy at 01:08 |
Primary Stats
| Strength | 137 (base 60) |
| Dexterity | 51 (base 37) |
| Constitution | 94 (base 60) |
| Magic | 18 (base 10) |
| Willpower | 75 (base 60) |
| Cunning | 22 (base 10) |
Resources
| Life | -961/2141 |
| Mana | 617/737 |
| Stamina | 329/358 |
| Healing Factor | 0.61160714285714 |
| Regeneration | 11.281798603981 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 7 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 254 |
| Accuracy | 58 |
| Crit Chance | 24% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43.766666666667 |
| Crit Chance | 11% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 77.2 (100%) |
| Defense | 0 |
| Ranged Defense | 4 |
| Fatigue | 0 |
| Physical Save | 50.95 |
| Spell Save | 60.2625 |
| Mental Save | 46.983333333333 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Pinning Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 183 with a minimum range of 15. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. |
Class Talents
| Technique / Superiority | 1.66 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shattering Impact |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target's skin reacts to damage, granting 26 armour and 40% armour hardiness. Thorny Skin |
| detrimental effect | The target is poisoned, taking 19.78 nature damage per turn and decreasing all heals received by 61%. Insidious Poison |
| detrimental effect | All damage done by the target will also hurt it for 34%. Martyrdom |
| beneficial effect | Reduces physical damage received by 45% and provides 28% chances to ignore critial hits. Juggernaut |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| beneficial effect | The target is recovering 81 life each turn. Recovery |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | 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 |
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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | insulating pair of iron boots (0 def, 3 armour) insulating pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +7% cold / +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
| Light source | Umbrabearer UmbrabearerPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Defense: +4 Ranged Defense: +4 Changes stats: +4 Mag Changes resistances: +9% acid / +3% temporal / +6% darkness Spell save: +10 Mental save: +6 Stun/Freeze immunity: +5% Spellpower: +7 Light radius: +7 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
| On head | Yarerak (0 def, 5 armour) Yarerak (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +1 Dex / +5 Wil / +4 Cun / +9 Con Changes resistances: +12% lightning / +8% temporal / +6% mind Changes resistances penetration: +5% blight Changes damage: +3% arcane Critical mult.: +5.00% Reduces incoming crit damage: 10.00% Spell save: +20 Stamina when hit: +2.30 Equilibrium when hit: +1.60 Spellpower on spell critical (stacks up to 3 times): +6 Mindpower: +5 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cap made of leather. Press to compare |
| Tool | ash totem of thorny skin [power 26] (19/20 cooldown) ash totem of thorny skin [power 26] (19/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. Press to compare |
| On fingers | rogue's copper ring of perseverance rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. Press to compare |
| On fingers | titan's copper ring of perseverance titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 Stun/Freeze immunity: +21% Life regen: +1.00 Rings can have magical properties. Press to compare |
| Around waist | Glitterbrawn the rough leather belt Glitterbrawn the rough leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes stats: +4 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: +6% light Changes damage: +9% light Physical save: +6 Mental crit. chance: +6% Light radius: +1 Size category: +1 A belt that goes around your waist. Press to compare |
| In main hand | insidious voratun greatsword (62-99.2 power, 4 apr) insidious voratun greatsword (62-99.2 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +54 insidious poison Massive two-handed swords. Press to compare |
| On hands | Eclipseborn the dwarven-steel gauntlets (0 def, 7 armour) Eclipseborn the dwarven-steel gauntlets (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +12 Armour: +7 Effects on melee hit: * 30% chance to corrode armor Damage (Melee): 6 acid / 6 lightning / 7 cold / 11 mind / 5 fire Damage when hit (Melee): 8 acid Changes stats: +4 Str / +4 Mag / +4 Wil Changes resistances: +8% mind / +3% acid Changes damage: +15% acid / +6% mind / +3% darkness Mental save: +10 Maximum life: +52.00 Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
| Main armor | Zanetar (14 def, 18 armour) Zanetar (14 def, 18 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +18 Defense: +14 Fatigue: +24% Effects on melee hit: * 30% chance to corrode armor Changes stats: +3 Cun Changes resistances: +8% mind Changes resistances penetration: +25% mind Changes damage: +18% mind / +3% acid Mental save: +31 Life regen: +7.50 Stamina each turn: +1.40 Maximum life: +63.00 Healing mod.: +22% A suit of armour made of metal plates. Press to compare |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. Press to compare |
| Around neck | voratun amulet 'Brenerion' voratun amulet 'Brenerion'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 Armour penetration: +11 Physical crit. chance: +9.0% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 mind Changes stats: +9 Str / +8 Dex / +8 Wil Changes resistances: +9% mind Changes resistances penetration: +5% blight Changes damage: +18% mind / +6% temporal Talent mastery: +0.36 Technique / Superiority Critical mult.: +30.00% Amulets can have magical properties. Press to compare |
Inventory
healing infusion of the duelist (heal 157) healing infusion of the duelist (heal 157)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 Is: a nature gift Description: Activate the infusion to instantly heal yourself for 157 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 269 over 5 turns) regeneration infusion of the duelist (heal 269 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 269 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 6; power 20; turns 5; dispells darkness) sun infusion (rad 6; power 20; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 6; power 21; turns 3; dispells darkness) sun infusion (rad 6; power 21; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 17%; cure magical, physical) wild infusion (resist 17%; cure magical, physical)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 Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 17% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 19%; cure mental) wild infusion of the duelist (resist 19%; cure mental)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 Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 19% for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (14 nature damage, 28% healing reduction) insidious poison infusion (14 nature damage, 28% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 13.57 nature damage per turns for 7 turns, and reducing the target's healing received by 28%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the titan (56 nature damage, 24% healing reduction) insidious poison infusion of the titan (56 nature damage, 24% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 55.86 nature damage per turns for 7 turns, and reducing the target's healing received by 24%. The sudden stream of natural forces also strips you of one random detrimental magical 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. |
movement infusion of the warrior (821% speed; 7 turns) movement infusion of the warrior (821% speed; 7 turns)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: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 821% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
manasurge rune (618% regen over 10 turns; 31 instant mana) manasurge rune (618% regen over 10 turns; 31 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 618% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1198% regen over 10 turns; 60 instant mana) manasurge rune of the warrior (1198% regen over 10 turns; 60 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1198% over 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 8; power 27; dur 5) phase door rune (range 8; power 27; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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. Press to compare |
phase door rune of the sneak (range 9; power 20; dur 5) phase door rune of the sneak (range 9; power 20; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
biting gale rune of the psychic (160 cold damage; 58 apply power) biting gale rune of the psychic (160 cold damage; 58 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 160.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 58. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (56 cold damage; 34 apply power) biting gale rune of the sneak (56 cold damage; 34 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 56.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 34. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (84 fire damage) heat beam rune (84 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 84.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 12; dur 16; see horror) vision rune (radius 12; dur 16; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 18) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the sneak (radius 12; dur 17; see horror) vision rune of the sneak (radius 12; dur 17; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 17) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any horror around. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (271 lightning damage) lightning rune (271 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 90.33 to 271.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying copper amulet of strength (+3) clarifying copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% mind Confusion immunity: +21% Amulets can have magical properties. Press to compare |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. Press to compare |
restful copper amulet of mastery (0.10 Technique / Two-handed assault) restful copper amulet of mastery (0.10 Technique / Two-handed assault)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Talent mastery: +0.10 Technique / Two-handed assault Life regen: +1.10 Amulets can have magical properties. Press to compare |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. Press to compare |
stabilizing steel amulet of cunning (+2) stabilizing steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% temporal Pinning immunity: +26% Knockback immunity: +24% Amulets can have magical properties. Press to compare |
stabilizing steel amulet of cunning (+3) stabilizing steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +23% Amulets can have magical properties. Press to compare |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. Press to compare |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. Press to compare |
psionicist's copper ring of clarity psionicist's copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +11 Confusion immunity: +20% Rings can have magical properties. Press to compare |
rogue's copper ring of corrosion (+22%) rogue's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. Press to compare |
rogue's copper ring of sensing rogue's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Blindness immunity: +22% Infravision radius: +3 See stealth: +7 See invisible: +5 Rings can have magical properties. Press to compare |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Press to compare |
mule's steel ring mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Rings can have magical properties. Press to compare |
steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Spellpower: +8 Mindpower: +5 Rings can have magical properties. Press to compare |
wizard's steel ring of blight (+11%) wizard's steel ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +11% blight Changes damage: +11% blight Spell save: +8 Rings can have magical properties. Press to compare |
Gorewitch the elm starstaff (10-12 power, 2 apr, light element) Gorewitch the elm starstaff (10-12 power, 2 apr, light element)Requires: - Magic 11 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 stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Damage when hit (Melee): 16 nature Changes resistances: +5% light Changes resistances penetration: +5% light Changes damage: +10% light Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Physical save: +7 Spell save: +6 Mental save: +25 Mana each turn: +0.13 Equilibrium when hit: +0.08 Maximum mana: +34.00 Spellpower: +3 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Kor's Fall (10-12 power, 0 apr, physical element) Kor's Fall (10-12 power, 0 apr, physical element)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 stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical 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 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 70.43 physical damage to all targets in line. 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. Press to compare |
elm starstaff 'Huromikalthodar' (17-20.4 power, 2 apr, darkness element) elm starstaff 'Huromikalthodar' (17-20.4 power, 2 apr, darkness element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to corrode armor Damage (Melee): 19 fire Changes stats: +1 Mag Changes resistances: +3% mind Changes resistances penetration: +9% darkness / +5% arcane Changes damage: +17% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Physical save: +7 Spell save: +18 Mental save: +7 Vim when firing critical spell: +3.00 Spellpower: +20 Spell crit. chance: +6% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. Press to compare |
elm vilestaff 'Smearsmash' (10-12 power, 2 apr, blight element) elm vilestaff 'Smearsmash' (10-12 power, 2 apr, blight element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +4 arcane When wielded/worn: Defense: +5 Effects on melee hit: * 6% chance to blind Changes damage: +10% blight / +3% arcane Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Light radius: +3 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 63.59 light damage. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. lifebinding yew vilestaff (20-24 power, 4 apr, fire element)lifebinding yew vilestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Con Changes damage: +20% fire Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +15 Spell crit. chance: +3% Healing mod.: +18% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Layyrethra (24.5-36.75 power, 1 apr) Layyrethra (24.5-36.75 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 24.5 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 12% chance to disease * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +12 blight / +12 acid / +8 temporal Burst (radius 1) on hit: +12 temporal When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 blight Changes resistances: +9% blight Changes resistances penetration: +12% acid / +12% fire / +13% cold / +12% lightning Changes damage: +6% temporal Disease immunity: +18% Massive two-handed battleaxes. Press to compare |
hateful iron battleaxe of phasing (15.5-23.25 power, 10 apr) hateful iron battleaxe of phasing (15.5-23.25 power, 10 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +16% Damage (Melee): +9 darkness Damage against: +7% Living Massive two-handed battleaxes. Press to compare |
iron battleaxe of projection (14.5-21.75 power, 1 apr) iron battleaxe of projection (14.5-21.75 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. Press to compare |
Torchclamor (33-49.5 power, 2 apr) Torchclamor (33-49.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 26% chance to cause random insanity * Random elemental explosion Damage (Melee): +12 lightning / +16 mind / +21 cold Burst (radius 2) on crit: +8 fire When wielded/worn: Changes stats: +8 Cun / +5 Wil Changes resistances penetration: +16% acid / +14% fire / +16% cold / +16% lightning Mental save: +12 Equilibrium when hit: +0.08 Psi when hit: +0.08 Maximum hate: +4.00 Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed battleaxes. Press to compare |
flaming steel battleaxe (24-36 power, 2 apr) flaming steel battleaxe (24-36 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +13 fire Massive two-handed battleaxes. Press to compare |
arcing iron greatmaul of massacre (25-37.5 power, 1 apr) arcing iron greatmaul of massacre (25-37.5 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 25.0 - 37.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Massive two-handed mauls. Press to compare |
flaming iron greatmaul (19-28.5 power, 1 apr) flaming iron greatmaul (19-28.5 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +9 fire Massive two-handed mauls. Press to compare |
iron greatmaul of massacre (25.5-38.25 power, 1 apr) iron greatmaul of massacre (25.5-38.25 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 25.5 - 38.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. Press to compare |
iron greatmaul of projection (18.5-27.75 power, 1 apr) iron greatmaul of projection (18.5-27.75 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +9 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed mauls. Press to compare |
thought-forged iron greatmaul (19-28.5 power, 1 apr) thought-forged iron greatmaul (19-28.5 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 14% chance to cause random insanity Damage (Melee): +9 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Massive two-handed mauls. Press to compare |
acidic iron greatsword of projection (14-22.4 power, 1 apr) acidic iron greatsword of projection (14-22.4 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.0 - 22.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +9 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed swords. Press to compare |
arcing iron greatsword of massacre (25-40 power, 1 apr) arcing iron greatsword of massacre (25-40 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Massive two-handed swords. Press to compare |
flaming iron greatsword (15.5-24.8 power, 1 apr) flaming iron greatsword (15.5-24.8 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +9 fire Massive two-handed swords. Press to compare |
flaming iron greatsword of paradox (15.5-24.8 power, 1 apr) flaming iron greatsword of paradox (15.5-24.8 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 temporal Burst (radius 1) on hit: +7 fire When wielded/worn: Damage when hit (Melee): 9 temporal Changes resistances: +9% temporal Massive two-handed swords. Press to compare |
slime-covered iron greatsword of massacre (23.5-37.6 power, 1 apr) slime-covered iron greatsword of massacre (23.5-37.6 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 9% Massive two-handed swords. Press to compare |
balanced steel greatsword of massacre (32.5-52 power, 2 apr) balanced steel greatsword of massacre (32.5-52 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 32.5 - 52.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 Defense: +7 Massive two-handed swords. Press to compare |
plaguebringer's steel greatsword of evisceration (23.5-37.6 power, 2 apr) plaguebringer's steel greatsword of evisceration (23.5-37.6 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 13% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +14 blight When wielded/worn: Physical crit. chance: +12.0% Physical power: +13 Disease immunity: +28% Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. quick steel greatsword (23.5-37.6 power, 2 apr)quick steel greatsword (23.5-37.6 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +12 Changes stats: +5 Dex Massive two-handed swords. Press to compare |
steel greatsword of projection (27-43.2 power, 2 apr) steel greatsword of projection (27-43.2 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed swords. Press to compare |
chilling dwarven-steel greatsword of daylight (36-57.6 power, 2 apr) chilling dwarven-steel greatsword of daylight (36-57.6 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 light / +14 cold Damage against: +7% Undead Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. quick stralite greatsword (51.5-82.4 power, 3 apr)quick stralite greatsword (51.5-82.4 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 111% When wielded/worn: Accuracy: +19 Changes stats: +7 Dex Massive two-handed swords. Press to compare |
acidic iron longsword (12-16.8 power, 2 apr) acidic iron longsword (12-16.8 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Sharp, long, and deadly. Press to compare |
arcing iron longsword of daylight (11.5-16.1 power, 2 apr) arcing iron longsword of daylight (11.5-16.1 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 light / +5 lightning Damage against: +6% Undead Sharp, long, and deadly. Press to compare |
arcing iron longsword of projection (12.5-17.5 power, 2 apr) arcing iron longsword of projection (12.5-17.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning / +6 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, long, and deadly. Press to compare |
chilling iron longsword (11.5-16.1 power, 2 apr) chilling iron longsword (11.5-16.1 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 cold Sharp, long, and deadly. Press to compare |
hateful iron longsword of massacre (17.5-24.5 power, 2 apr) hateful iron longsword of massacre (17.5-24.5 power, 2 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +6% Living Sharp, long, and deadly. Press to compare |
iron longsword of projection (10.5-14.7 power, 2 apr) iron longsword of projection (10.5-14.7 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, long, and deadly. Press to compare |
iron longsword of purging (13-18.2 power, 2 apr) iron longsword of purging (13-18.2 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +6 nature Sharp, long, and deadly. Press to compare |
Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Spellpower: +5 Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. Press to compare |
This item will automatically be transmogrified when you leave the level. Festerrock the stralite longsword (34.5-48.3 power, 5 apr)Festerrock the stralite longsword (34.5-48.3 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +25 mind Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +25 ice When wielded/worn: Accuracy: +8 Armour penetration: +11 Armour: +12 Defense: +10 Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 8 nature / 4 mind Changes resistances: +3% mind Changes resistances penetration: +13% darkness / +12% cold / +12% mind / +13% physical Changes damage: +11% physical / +9% nature / +6% mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, long, and deadly. Press to compare |
Aeruharadig the Splendourbreacher (19.5-27.3 power, 2 apr) Aeruharadig the Splendourbreacher (19.5-27.3 power, 2 apr)Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 1 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 10% chance to daze * Slows global speed by 8% * 11% chance to corrode armor * 25% chance to put talents on cooldown When wielded/worn: Damage when hit (Melee): 20 light / 16 acid Changes stats: +1 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +15% acid Changes resistances penetration: +7% lightning / +7% acid Changes damage: +6% light / +6% acid Life regen: +0.80 Blunt and deadly. Press to compare |
Eilinebremina (18-25.2 power, 2 apr) Eilinebremina (18-25.2 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * Slows global speed by 7% * leeches stamina from the target Damage (Melee): +8 darkness Damage against: +7% Living When wielded/worn: Armour penetration: +13 Physical crit. chance: +7.0% Damage when hit (Melee): 8 nature slow Changes resistances: +3% temporal / +6% fire / +12% darkness / +9% light Changes resistances penetration: +7% physical Changes damage: +7% physical Critical mult.: +12.00% Spell save: +18 Blunt and deadly. Press to compare |
Hellscar the iron mace (13-18.2 power, 2 apr) Hellscar the iron mace (13-18.2 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 111% On weapon hit: * 10% chance to daze Damage (Melee): +8 mind / +8 darkness Damage against: +7% Living When wielded/worn: Accuracy: +7 Armour penetration: +7 Physical crit. chance: +7.0% Damage when hit (Melee): 8 fire Changes stats: +2 Str / +4 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +2% physical Changes resistances penetration: +5% lightning / +10% fire Critical mult.: +12.00% Physical save: +6 Knockback immunity: +10% Teleport immunity: +15% Only die when reaching: -80.00 life It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Blunt and deadly. Press to compare |
arcing iron mace of massacre (18-25.2 power, 2 apr) arcing iron mace of massacre (18-25.2 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Blunt and deadly. Press to compare |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 An oddly twisted club with a hefty weight on the end. There's something very strange about it. Press to compare |
acidic steel mace (11.5-16.1 power, 3 apr) acidic steel mace (11.5-16.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Blunt and deadly. Press to compare |
steel mace of projection (13.5-18.9 power, 3 apr) steel mace of projection (13.5-18.9 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +5 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. thunderous steel mace of massacre (23-32.2 power, 3 apr)thunderous steel mace of massacre (23-32.2 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 16% chance to daze When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +8% lightning Blunt and deadly. Press to compare |
Blindpain (12-16.8 power, 9 apr) Blindpain (12-16.8 power, 9 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Physical crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 8% chance to disease Damage Shield penetration (this weapon only): +14% Damage (Melee): +8 temporal / +12 darkness / +8 blight / +8 mind When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Damage when hit (Melee): 4 darkness / 7 temporal Changes resistances: +7% temporal / +3% darkness / +6% mind Changes resistances penetration: +5% mind Changes damage: +6% mind / +15% darkness Critical mult.: +12.00% Disease immunity: +14% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. One-handed war axes. Press to compare |
balanced iron waraxe (11.5-16.1 power, 2 apr) balanced iron waraxe (11.5-16.1 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 Defense: +5 One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. elemental iron waraxe of phasing (12-16.8 power, 8 apr)elemental iron waraxe of phasing (12-16.8 power, 8 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage Shield penetration (this weapon only): +18% When wielded/worn: Changes resistances penetration: +9% acid / +8% fire / +9% cold / +9% lightning One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. insidious iron waraxe of ruin (11-15.4 power, 2 apr)insidious iron waraxe of ruin (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 insidious poison When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Critical mult.: +12.00% One-handed war axes. Press to compare |
iron waraxe of massacre (18-25.2 power, 2 apr) iron waraxe of massacre (18-25.2 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. Press to compare |
iron waraxe of persecution (13-18.2 power, 2 apr) iron waraxe of persecution (13-18.2 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage against: +7% Unnatural When wielded/worn: Changes stats: +1 Wil One-handed war axes. Press to compare |
thought-forged iron waraxe (13-18.2 power, 2 apr) thought-forged iron waraxe (13-18.2 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 11% chance to cause random insanity Damage (Melee): +5 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil One-handed war axes. Press to compare |
flaming steel waraxe of erosion (11-15.4 power, 3 apr) flaming steel waraxe of erosion (11-15.4 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature / +6 temporal Burst (radius 1) on hit: +7 fire One-handed war axes. Press to compare |
Saladheta (28.5-39.9 power, 4 apr) Saladheta (28.5-39.9 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 30 arcane resource burn * 13% chance to corrode armor Damage (Melee): +10 darkness Damage against: +11% Living When wielded/worn: Armour penetration: +9 Effects on melee hit: * Slows global speed by 15% * 30 arcane resource burn Changes resistances: +6% mind Changes resistances penetration: +8% acid / +8% physical Changes damage: +10% physical Spell save: +25 Life regen: +1.30 One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel waraxe of torment (19-26.6 power, 4 apr)quick dwarven-steel waraxe of torment (19-26.6 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 111% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +10 Changes stats: +4 Dex Changes resistances penetration: +11% mind / +7% darkness One-handed war axes. Press to compare |
Polygamira the iron dagger (9.5-12.35 power, 5 apr) Polygamira the iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 11 arcane resource burn Damage Shield penetration (this weapon only): +30% Damage (Melee): +6 darkness / +7 temporal / +6 nature Damage against: +7% Living When wielded/worn: Accuracy: +6 Physical crit. chance: +4.0% Defense: +6 Changes resistances: +3% all Changes resistances penetration: +6% nature Changes damage: +6% arcane / +6% physical Physical save: +25 Healing mod.: +10% Sharp, short and deadly. Press to compare |
arcing iron dagger of massacre (14.5-18.85 power, 5 apr) arcing iron dagger of massacre (14.5-18.85 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 14.5 - 18.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Sharp, short and deadly. Press to compare |
arcing iron dagger of paradox (9.5-12.35 power, 5 apr) arcing iron dagger of paradox (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning / +6 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +4% temporal Sharp, short and deadly. Press to compare |
balanced iron dagger of dampening (10.5-13.65 power, 5 apr) balanced iron dagger of dampening (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 Defense: +5 Changes resistances: +7% acid / +6% fire / +7% cold / +6% lightning Spell save: +4 Sharp, short and deadly. Press to compare |
balanced iron dagger of phasing (10-13 power, 10 apr) balanced iron dagger of phasing (10-13 power, 10 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +8% When wielded/worn: Accuracy: +5 Defense: +4 Sharp, short and deadly. Press to compare |
hateful iron dagger of daylight (10-13 power, 5 apr) hateful iron dagger of daylight (10-13 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 light / +4 darkness Damage against: +5% Undead / +4% Living Sharp, short and deadly. Press to compare |
insidious iron dagger of erosion (10-13 power, 5 apr) insidious iron dagger of erosion (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +9 insidious poison / +4 temporal / +5 nature Sharp, short and deadly. Press to compare |
thought-forged iron dagger of erosion (10.5-13.65 power, 5 apr) thought-forged iron dagger of erosion (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 11% chance to cause random insanity Damage (Melee): +5 nature / +5 temporal / +5 mind When wielded/worn: Changes stats: +2 Cun / +1 Wil Sharp, short and deadly. Press to compare |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical 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. Press to compare |
insidious steel dagger of erosion (13.5-17.55 power, 6 apr) insidious steel dagger of erosion (13.5-17.55 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 insidious poison / +6 temporal / +5 nature Sharp, short and deadly. Press to compare |
quick steel dagger of massacre (14.5-18.85 power, 6 apr) quick steel dagger of massacre (14.5-18.85 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 14.5 - 18.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +7 Changes stats: +2 Dex Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. Shantiz the Stormblade (15-19.5 power, 20 apr)Shantiz the Stormblade (15-19.5 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical 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. Press to compare |
acidic dwarven-steel dagger of projection (20-26 power, 7 apr) acidic dwarven-steel dagger of projection (20-26 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +7 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. Press to compare |
dwarven-steel dagger of erosion (17-22.1 power, 7 apr) dwarven-steel dagger of erosion (17-22.1 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 nature / +9 temporal Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel dagger of paradox (16-20.8 power, 7 apr)hateful dwarven-steel dagger of paradox (16-20.8 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +10 darkness / +9 temporal Damage against: +9% Living When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +10% temporal Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel dagger of rage (17.5-22.75 power, 7 apr)thought-forged dwarven-steel dagger of rage (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 17% chance to cause random insanity Damage (Melee): +12 mind When wielded/worn: Accuracy: +9 Changes stats: +4 Str / +3 Cun / +3 Wil Changes damage: +9% physical Stamina when hit: +2.00 Sharp, short and deadly. Press to compare |
arcing voratun dagger of massacre (48-62.4 power, 9 apr) arcing voratun dagger of massacre (48-62.4 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 48.0 - 62.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning Sharp, short and deadly. Press to compare |
flaming voratun dagger of massacre (47.5-61.75 power, 9 apr) flaming voratun dagger of massacre (47.5-61.75 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 47.5 - 61.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 1) on hit: +12 fire Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. warbringer's voratun dagger of ruin (39.5-51.35 power, 9 apr)warbringer's voratun dagger of ruin (39.5-51.35 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +8 Physical crit. chance: +11.0% Physical power: +10 Changes stats: +4 Con Changes resistances penetration: +10% physical Critical mult.: +12.00% Disarm immunity: +18% Sharp, short and deadly. Press to compare |
Erelodorig the mossy mindstar (10-11 power, 12 apr, mind damage) Erelodorig the mossy mindstar (10-11 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. Base power: 10.0 - 11.0 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage Shield penetration (this weapon only): +20% Damage against: +10% Unnatural When wielded/worn: Accuracy: +2 Damage when hit (Melee): 7 lightning Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +2 Cun / +6 Con Changes resistances: +4% nature / +5% lightning Changes resistances penetration: +6% lightning / +15% temporal / +3% nature Changes damage: +4% nature / +8% lightning Talent mastery: +0.10 Wild-gift / Harmony Physical save: +4 Spell save: +4 Mental save: +4 Life regen: +0.70 Equilibrium when hit: +1.70 Maximum life: +16.00 Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
blooming mossy mindstar (2.5-2.75 power, 12 apr, mind damage) blooming mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +1% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +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. Press to compare |
blooming mossy mindstar of balance (2.5-2.75 power, 12 apr, nature damage) blooming mossy mindstar of balance (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +3 Spell save: +2 Mental save: +3 Equilibrium when hit: +0.70 Mindpower: +1 Mental crit. chance: +1% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +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. Press to compare |
blooming mossy mindstar of clarity (2.5-2.75 power, 12 apr, mind damage) blooming mossy mindstar of clarity (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mental save: +2 Maximum psi: +10.00 Mindpower: +1 Mental crit. chance: +1% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +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. Press to compare |
caller's mossy mindstar (3-3.3 power, 12 apr, nature damage) caller's mossy mindstar (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +2% acid / +2% fire / +2% physical / +3% cold Changes damage: +6% acid / +5% fire / +6% physical / +6% cold Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
gifted mossy mindstar of balance (2-2.2 power, 12 apr, nature damage) gifted mossy mindstar of balance (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +3 Spell save: +3 Mental save: +3 Equilibrium when hit: +0.60 Mindpower: +4 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
horrifying mossy mindstar (2-2.2 power, 12 apr, nature damage) horrifying mossy mindstar (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind / 3 darkness Changes damage: +2% mind / +3% darkness Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
mossy mindstar of balance (2.5-2.75 power, 12 apr, nature damage) mossy mindstar of balance (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +2 Spell save: +2 Mental save: +2 Equilibrium when hit: +0.50 Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
nature's mossy mindstar of slime (2.5-2.75 power, 12 apr, mind damage) nature's mossy mindstar of slime (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 2% Changes resistances: +3% blight Changes damage: +6% nature Disease immunity: +11% Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
vined mindstar of balance (6-6.6 power, 18 apr, nature damage) vined mindstar of balance (6-6.6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +3 Spell save: +2 Mental save: +3 Equilibrium when hit: +0.50 Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Blazespiker the elm longbow Blazespiker the elm longbowRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +8 lightning Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +2 light When wielded/worn: Ammo reloads per turns: +2 Changes stats: +2 Wil / +2 Mag Changes resistances penetration: +10% acid / +5% temporal / +10% arcane / +24% physical Changes damage: +10% lightning / +6% temporal / +7% physical Talent mastery: +0.20 Chronomancy / Temporal Combat Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Damage Shield penetration: +33% Resist all after a teleport: +2% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. mage-hunter's elm longbow of powermage-hunter's elm longbow of power Requires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Effects on ranged hit: * 9 arcane resource burn Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +10% physical Changes damage: +10% physical Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +7 Longbows are used to shoot arrows at your foes. Press to compare |
mighty elm longbow mighty elm longbowRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +6 Changes stats: +2 Str Longbows are used to shoot arrows at your foes. Press to compare |
steady elm longbow steady elm longbowRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Accuracy: +5 Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. mage-hunter's ash longbowmage-hunter's ash longbow Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Effects on ranged hit: * 11 arcane resource burn Changes stats: +4 Cun / +3 Wil Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +7 Longbows are used to shoot arrows at your foes. Press to compare |
mighty ash longbow of power mighty ash longbow of powerRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +6 Changes stats: +1 Str Changes resistances penetration: +8% physical Changes damage: +9% physical Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. throat-seeking yew longbow of powerthroat-seeking yew longbow of power Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon crit: * silences the target Damage (Ranged): +17 nature When wielded/worn: Changes resistances penetration: +10% nature / +17% physical Changes damage: +12% physical Longbows are used to shoot arrows at your foes. Press to compare |
Sileriwe SileriweRequires: - Dexterity 11 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +6 On weapon crit: * silences the target Travel speed: +200% Damage (Ranged): +9 nature / +10 fire When wielded/worn: Physical power: +7 Changes stats: +3 Cun / +2 Str Changes resistances: +3% lightning / +6% cold / +9% temporal Changes resistances penetration: +7% fire / +7% nature / +13% physical Disease immunity: +5% Disarm immunity: +20% Stun/Freeze immunity: +10% Teleport immunity: +10% Global speed: +2% Defense after a teleport: +5 Slings are used to hurl stones or metal shots at your foes. Press to compare |
mighty rough leather sling of power mighty rough leather sling of powerRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +5 Changes stats: +1 Str Changes resistances penetration: +8% physical Changes damage: +8% physical Slings are used to hurl stones or metal shots at your foes. Press to compare |
rough leather sling 'Glintkiss' rough leather sling 'Glintkiss'Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Accuracy: +6 Changes damage: +6% light Talent cooldown: Steady Shot (-1 turn) Light radius: +1 Slings are used to hurl stones or metal shots at your foes. Press to compare |
fungal cured leather sling fungal cured leather slingRequires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +2 Con Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 104 life over 5 turns, placing all other charms into a 20 cooldown. Slings are used to hurl stones or metal shots at your foes. Press to compare |
mighty cured leather sling mighty cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +6 Changes stats: +2 Str Slings are used to hurl stones or metal shots at your foes. Press to compare |
Torchrigor TorchrigorRequires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +10 Physical crit. chance: +10.0% Physical power: +9 Effects on ranged hit: * 23 arcane resource burn Changes stats: +7 Str / +8 Wil / +11 Cun Changes resistances: +9% darkness / +9% cold Changes resistances penetration: +19% physical / +10% fire Talent mastery: +0.30 Wild-gift / Antimagic Mindpower: +19 Infravision radius: +1 Slings are used to hurl stones or metal shots at your foes. Press to compare |
Gloryba the drakeskin leather sling Gloryba the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 15% chance to daze When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Fatigue: -4% Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +6 Cun / +9 Con Changes resistances: +3% physical Changes resistances penetration: +15% lightning / +24% physical Changes damage: +18% physical Talent mastery: +0.20 Wild-gift / Fungus Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Stun/Freeze immunity: +5% Maximum stamina: +20.00 Defense after a teleport: +10 It can be used to regenerate 226 life over 5 turns, placing all other charms into a 20 cooldown. Slings are used to hurl stones or metal shots at your foes. Press to compare |
flaming quiver of elm arrows (22/22, 16.5-23.1 power, 5 apr) flaming quiver of elm arrows (22/22, 16.5-23.1 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.5 - 23.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 22 Burst (radius 1) on hit: +11 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. sentry's quiver of elm arrows of amnesia (39/39, 18-25.2 power, 9 apr)sentry's quiver of elm arrows of amnesia (39/39, 18-25.2 power, 9 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Physical crit. chance: +1.0% Capacity: 39 Turns elapse between self-loadings: 4 On weapon hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows of amnesia (22/22, 53.5-74.9 power, 18 apr) quiver of dragonbone arrows of amnesia (22/22, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 On weapon hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
barbed pouch of iron shots (10/10, 14-16.8 power, 1 apr) barbed pouch of iron shots (10/10, 14-16.8 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 10 On weapon crit: * wounds the target Damage (Ranged): +6 bleed Shots are used with slings to pummel your foes to death. |
pouch of iron shots of purging (14/14, 15.5-18.6 power, 1 apr) pouch of iron shots of purging (14/14, 15.5-18.6 power, 1 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 14 On weapon hit: * 25% chance to remove a magical effect Damage (Ranged): +5 nature Shots are used with slings to pummel your foes to death. |
pouch of iron shots of wind (19/19, 16-19.2 power, 1 apr) pouch of iron shots of wind (19/19, 16-19.2 power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
iron shield of acid resistance (+16%) (4 def, 2 armour, 20 block) iron shield of acid resistance (+16%) (4 def, 2 armour, 20 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +16% acid Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield (4 def, 6 armour, 41.5 block) reinforced iron shield (4 def, 6 armour, 41.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield of lightning resistance (+16%) (4 def, 6 armour, 42.5 block) reinforced iron shield of lightning resistance (+16%) (4 def, 6 armour, 42.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield of physical resistance (+10%) (4 def, 7 armour, 38.5 block) reinforced iron shield of physical resistance (+10%) (4 def, 7 armour, 38.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +7 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +10% physical Talent granted: +1 Block Handheld deflection devices. |
dwarven-steel shield 'Bethytira' (8 def, 9 armour, 140 block) dwarven-steel shield 'Bethytira' (8 def, 9 armour, 140 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +9 Defense: +8 Ranged Defense: +8 Fatigue: +12% Effects when hit in melee: * 28% chance to blind Damage when hit (Melee): 13 temporal Changes stats: +8 Mag / +1 Wil / +5 Con Changes resistances: +15% temporal / +14% light / +15% physical Changes damage: +6% physical Talent granted: +3 Block Infravision radius: +3 It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (329) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
flaming dwarven-steel shield of lightning resistance (+15%) (8 def, 2 armour, 77.5 block) flaming dwarven-steel shield of lightning resistance (+15%) (8 def, 2 armour, 77.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage (Melee): 7 fire Damage when hit (Melee): 13 fire Changes resistances: +15% lightning Talent granted: +3 Block Handheld deflection devices. |
wintry dwarven-steel shield (8 def, 2 armour, 79 block) wintry dwarven-steel shield (8 def, 2 armour, 79 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when hit (Melee): 12 ice Changes stats: +2 Wil Changes resistances: +14% cold Talent granted: +3 Block Handheld deflection devices. |
flaming stralite shield (10 def, 2 armour, 139 block) flaming stralite shield (10 def, 2 armour, 139 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage (Melee): 5 fire Damage when hit (Melee): 11 fire Talent granted: +4 Block Handheld deflection devices. |
reinforced stralite shield of cold resistance (+18%) (10 def, 9 armour, 163 block) reinforced stralite shield of cold resistance (+18%) (10 def, 9 armour, 163 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes resistances: +18% cold Talent granted: +4 Block Handheld deflection devices. |
focusing linen robe of time (+11%) (0 def, 0 armour) focusing linen robe of time (+11%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +11% temporal Changes damage: +11% temporal Mana each turn: +0.13 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
mindwoven linen robe (0 def, 0 armour) mindwoven linen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mental save: +15 Mindpower: +2 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
mindwoven linen robe of the mind (+11%) (0 def, 0 armour) mindwoven linen robe of the mind (+11%) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Mental save: +16 Mindpower: +3 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
slimy linen robe of protection (2 def, 3 armour) slimy linen robe of protection (2 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +2 Effects when hit in melee: * Slows global speed by 3% * 4 arcane resource burn Physical save: +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
spellwoven woollen robe of nature (+15%) (0 def, 0 armour) spellwoven woollen robe of nature (+15%) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% nature Changes damage: +10% nature Spell save: +20 Spellpower: +3 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
focusing cashmere robe of the mountain (+12%) (2 def, 0 armour) focusing cashmere robe of the mountain (+12%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Wil / +6 Mag Changes resistances: +12% physical Changes damage: +12% physical Mana each turn: +0.14 Psi each turn: +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
shimmering cashmere robe of light (+18%) (2 def, 0 armour) shimmering cashmere robe of light (+18%) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +18% light Changes damage: +13% arcane / +12% light Maximum mana: +31.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
shimmering elven-silk robe of darkness (+21%) (5 def, 0 armour) shimmering elven-silk robe of darkness (+21%) (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +21% darkness Changes damage: +14% arcane / +14% darkness Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
spellwoven elven-silk robe of darkness (+22%) (5 def, 0 armour) spellwoven elven-silk robe of darkness (+22%) (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +22% darkness Changes damage: +15% darkness Spell save: +27 Spellpower: +4 Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. verdant elven-silk robe (5 def, 0 armour)verdant elven-silk robe (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +10 Con Changes damage: +13% nature Poison immunity: +50% Disease immunity: +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Falizilagrim the rough leather armour (1 def, 2 armour) Falizilagrim the rough leather armour (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 Armour: +2 Defense: +1 Fatigue: +6% Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 9 acid / 10 fire Changes stats: +4 Cun / +5 Wil Changes resistances: +12% acid / +9% blight / +17% cold / +6% mind / +13% fire Changes damage: +3% blight Critical mult.: +12.00% Mental save: +25 Maximum psi: +50.00 A suit of armour made of leather. Press to compare |
Muckbane (8 def, 6 armour) Muckbane (8 def, 6 armour)Requires: - Strength 10 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +8 Fatigue: +6% Damage when hit (Melee): 12 physical Changes stats: +2 Cun / +1 Wil Changes resistances: +11% blight / +18% cold / +20% nature Changes resistances penetration: +10% nature Changes damage: +6% nature Reduced damage from: +7% Unnatural Grants telepathy: Dragon Mental save: +11 Life regen: +1.40 Hate when firing a critical mind attack: +2.00 Maximum life: +52.00 Maximum psi: +20.00 Healing mod.: +13% A suit of armour made of leather. Press to compare |
cleansing rough leather armour (1 def, 2 armour) cleansing rough leather armour (1 def, 2 armour)Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +11% nature / +10% blight A suit of armour made of leather. Press to compare |
prismatic rough leather armour of cold resistance (1 def, 2 armour) prismatic rough leather armour of cold resistance (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +16% cold / +10% light / +11% darkness A suit of armour made of leather. Press to compare |
spiked rough leather armour (1 def, 2 armour) spiked rough leather armour (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 11 physical A suit of armour made of leather. Press to compare |
spiked rough leather armour of cold resistance (1 def, 2 armour) spiked rough leather armour of cold resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +15% cold A suit of armour made of leather. Press to compare |
spiked rough leather armour of resilience (1 def, 2 armour) spiked rough leather armour of resilience (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 10 physical Maximum life: +20.00 A suit of armour made of leather. Press to compare |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +4 Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. Press to compare |
cleansing cured leather armour of acid resistance (2 def, 4 armour) cleansing cured leather armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +17% acid / +11% nature / +12% blight A suit of armour made of leather. Press to compare |
cured leather armour of cold resistance (2 def, 4 armour) cured leather armour of cold resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +15% cold A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. prismatic cured leather armour of the void (2 def, 4 armour)prismatic cured leather armour of the void (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage (Melee): 6 temporal Damage (Ranged): 7 temporal Changes resistances: +16% temporal / +32% darkness / +14% light Defense after a teleport: +17 Resist all after a teleport: +14% New effects duration reduction after a teleport: +18% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A suit of armour made of leather. Press to compare |
spiked cured leather armour of acid resistance (2 def, 4 armour) spiked cured leather armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 12 physical Changes resistances: +16% acid A suit of armour made of leather. Press to compare |
cleansing hardened leather armour of cold resistance (3 def, 6 armour) cleansing hardened leather armour of cold resistance (3 def, 6 armour)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes resistances: +12% blight / +18% cold / +11% nature A suit of armour made of leather. Press to compare |
prismatic hardened leather armour of lightning resistance (3 def, 6 armour) prismatic hardened leather armour of lightning resistance (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes resistances: +18% lightning / +13% light / +12% darkness A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. tempestuous hardened leather armour of stability (17 def, 6 armour)tempestuous hardened leather armour of stability (17 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +17 Ranged Defense: +9 Fatigue: +8% Damage (Melee): 7 lightning Damage (Ranged): 7 lightning Changes resistances: +16% lightning / +20% cold / +8% physical Physical save: +16 A suit of armour made of leather. Press to compare |
enlightening iron mail armour of implacability (2 def, 9 armour) enlightening iron mail armour of implacability (2 def, 9 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 Fatigue: +7% Changes stats: +4 Cun / +4 Wil Physical save: +6 Mental save: +10 A suit of armour made of mail. Press to compare |
impenetrable iron mail armour of acid resistance (2 def, 9 armour) impenetrable iron mail armour of acid resistance (2 def, 9 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 Fatigue: +12% Changes resistances: +15% acid A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. radiant iron mail armour of fire resistance (2 def, 4 armour)radiant iron mail armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +13% blight / +17% fire / +14% darkness Light radius: +2 A suit of armour made of mail. Press to compare |
spiked iron mail armour (2 def, 4 armour) spiked iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when hit (Melee): 10 physical A suit of armour made of mail. Press to compare |
steel mail armour of cold resistance (2 def, 6 armour) steel mail armour of cold resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +16% cold A suit of armour made of mail. Press to compare |
steel mail armour of fire resistance (2 def, 6 armour) steel mail armour of fire resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +16% fire A suit of armour made of mail. Press to compare |
iron plate armour of stability (3 def, 7 armour) iron plate armour of stability (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +5% physical Physical save: +11 A suit of armour made of metal plates. Press to compare |
spiked iron plate armour (3 def, 7 armour) spiked iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Damage when hit (Melee): 11 physical A suit of armour made of metal plates. Press to compare |
spiked iron plate armour (3 def, 7 armour) spiked iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Damage when hit (Melee): 11 physical A suit of armour made of metal plates. Press to compare |
enlightening steel plate armour of natural resilience (4 def, 9 armour) enlightening steel plate armour of natural resilience (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by arcane disrupting forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +4 Cun / +5 Wil Changes resistances: +14% nature / +11% blight Reduced damage from: +9% Unnatural Mental save: +14 A suit of armour made of metal plates. Press to compare |
spiked steel plate armour of cold resistance (4 def, 9 armour) spiked steel plate armour of cold resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Damage when hit (Melee): 11 physical Changes resistances: +18% cold A suit of armour made of metal plates. Press to compare |
spiked steel plate armour of lightning resistance (4 def, 9 armour) spiked steel plate armour of lightning resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Damage when hit (Melee): 10 physical Changes resistances: +15% lightning A suit of armour made of metal plates. Press to compare |
Halydir HalydirPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Defense: +11 Changes stats: +4 Mag Changes resistances: +12% cold Changes resistances penetration: +10% mind Stealth bonus: +6 Physical save: +12 Mental save: +18 Disarm immunity: +10% Stun/Freeze immunity: +5% Mana each turn: +0.33 Maximum mana: +52.00 Spellpower: +7 A belt that goes around your waist. Press to compare |
insulating rough leather belt of carrying insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% cold / +6% fire Maximum encumbrance: +23 A belt that goes around your waist. Press to compare |
nightruned rough leather belt nightruned rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +6% darkness A belt that goes around your waist. Press to compare |
Kilnbrace the hardened leather belt Kilnbrace the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 Damage when hit (Melee): 16 nature Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances: +12% fire Changes resistances penetration: +15% mind Changes damage: +12% fire Reduced damage from: +27% Summoned Trap disarming bonus: +18 Stealth bonus: +9 Spell save: +9 Mental save: +10 Spellpower: +7 Infravision radius: +5 Size category: +1 A belt that goes around your waist. Press to compare |
Dayknave DayknavePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Physical power: +4 Damage when hit (Melee): 20 light / 8 fire Changes stats: +6 Cun / +4 Dex Changes resistances: +6% light / +6% fire Changes resistances penetration: +14% physical / +5% fire Changes damage: +21% physical Critical mult.: +7.00% Mental save: +9 Maximum life: +122.00 Maximum mana: +69.00 Maximum stamina: +54.00 Maximum hate: +18.00 Maximum psi: +35.00 Maximum vim: +33.00 Maximum pos.energy: +35.00 Maximum neg.energy: +34.00 Spellpower: +12 Mental crit. chance: +13% Light radius: +3 Reduces paradox failures(equivalent to willpower): +28 A belt that goes around your waist. Press to compare |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Spell save: +5 Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
regal linen cloak of the Shaloren (1 def, 0 armour) regal linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Wil / +1 Mag Mental save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
cashmere cloak of Iron Throne (2 def, 0 armour) cashmere cloak of Iron Throne (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
shadow cashmere cloak of battle (2 def, 0 armour) shadow cashmere cloak of battle (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 Defense: +2 Fatigue: -4% Changes resistances: +13% darkness Changes resistances penetration: +7% darkness Changes damage: +13% darkness Stealth bonus: +14 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour) scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +2 Fatigue: +1% Spellpower: +3 A pair of boots made of leather. Press to compare |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)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 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 53.44 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. Press to compare |
Sunquell (0 def, 5 armour) Sunquell (0 def, 5 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Damage (Melee): 7 acid Changes stats: +1 Wil Changes resistances: +7% blight / +6% darkness / +7% arcane / +6% acid Changes damage: +5% acid / +6% fire Damage affinity(heal): +6% nature Talent mastery: +0.20 Wild-gift / Antimagic Critical mult.: +7.00% Spell save: +10 Mental save: +18 Life regen: +2.30 Stamina each turn: +0.50 Psi each turn: +0.16 Maximum life: +48.00 Maximum hate: +4.00 Maximum psi: +50.00 Spell crit. chance: +6% Mindpower: +4 Mental crit. chance: +11% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
polar rough leather gloves of strength (+3) (0 def, 1 armour) polar rough leather gloves of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Damage (Melee): 5 cold Changes stats: +3 Str Changes resistances: +6% cold Changes damage: +3% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
restful rough leather gloves of magic (+2) (0 def, 1 armour) restful rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Life regen: +1.40 Stamina each turn: +0.60 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. Press to compare |
sand hardened leather gloves of butchering (0 def, 9 armour) sand hardened leather gloves of butchering (0 def, 9 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +9 Armour penetration: +9 Physical power: +6 Armour: +9 Damage (Melee): 10 physical Changes resistances: +9% blight Changes damage: +6% physical Spell save: +14 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
drakeskin leather gloves of the nighthunter (0 def, 3 armour) drakeskin leather gloves of the nighthunter (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +12 Armour: +3 Changes stats: +3 Cun Changes resistances: +12% darkness Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. Press to compare |
iron gauntlets of dexterity (+3) (0 def, 1 armour) iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +3 Dex Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
cinder dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) cinder dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 Armour: +2 Damage (Melee): 11 fire Changes stats: +3 Str Changes resistances: +5% fire Changes damage: +5% fire Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
dwarven-steel gauntlets of sorrow (0 def, 2 armour) dwarven-steel gauntlets of sorrow (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 16% chance to cause random insanity Damage (Melee): 22 mind / 18 darkness Mental save: -11 Mindpower: +8 Activating this item is instant. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. Press to compare |
grounding linen wizard hat of nature (+5%) (1 def, 0 armour) grounding linen wizard hat of nature (+5%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +5% lightning / +6% temporal / +15% nature Changes damage: +10% nature A pointy cloth hat, very wizardly... Press to compare |
linen wizard hat of blight (+10%) (1 def, 0 armour) linen wizard hat of blight (+10%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +10% blight Changes damage: +10% blight A pointy cloth hat, very wizardly... Press to compare |
linen wizard hat of corrosion (+16%) (1 def, 0 armour) linen wizard hat of corrosion (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% acid Changes damage: +11% acid A pointy cloth hat, very wizardly... Press to compare |
shielding linen wizard hat of balance (1 def, 0 armour) shielding linen wizard hat of balance (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Mag Spell save: +5 Equilibrium when hit: +0.70 Psi when hit: +0.90 Hate when hit: +0.70 A pointy cloth hat, very wizardly... Press to compare |
aegis cashmere wizard hat of knowledge (2 def, 0 armour) aegis cashmere wizard hat of knowledge (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Cun / +5 Wil Life regen: +4.00 Mindpower: +5 Damage Shield Power: +10% A pointy cloth hat, very wizardly... Press to compare |
Layothra (7 def, 3 armour) Layothra (7 def, 3 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 Armour: +3 Defense: +7 Ranged Defense: +2 Fatigue: +1% Effects when hit in melee: * 11% chance to gain 10% of a turn Changes stats: +3 Cun Changes resistances: +6% lightning / +7% temporal / +5% arcane / +6% acid Mental save: +6 Pinning immunity: +5% A cap made of leather. Press to compare |
Sepsisfist (0 def, 1 armour) Sepsisfist (0 def, 1 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +7 Armour: +1 Fatigue: +1% Changes stats: +13 Str / +9 Dex / +7 Wil / +6 Cun Changes resistances: +6% acid / +7% physical / +6% darkness / +9% fire / +3% cold / +5% arcane / +6% nature Changes damage: +6% nature Physical save: +7 Spell save: +9 Mindpower: +4 A cap made of leather. Press to compare |
Vorureta (5 def, 6 armour) Vorureta (5 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +5 Fatigue: +1% Changes stats: +14 Str / +12 Dex / +2 Con Changes resistances: +7% acid / +6% fire / +7% cold / +10% lightning / +3% all Physical save: +14 Spell save: +10 Mental save: +25 Poison immunity: +20% Cut immunity: +10% Silence immunity: +15% Disarm immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. Press to compare |
cleansing rough leather cap of strength (+2) (0 def, 1 armour) cleansing rough leather cap of strength (+2) (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +6% nature / +5% blight A cap made of leather. Press to compare |
miner's rough leather cap of dexterity (+3) (0 def, 3 armour) miner's rough leather cap of dexterity (+3) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Dex Infravision radius: +2 A cap made of leather. Press to compare |
rough leather cap of constitution (+2) (0 def, 1 armour) rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con A cap made of leather. Press to compare |
rough leather cap of the depths (0 def, 1 armour) rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold Allows you to breathe in: water A cap made of leather. Press to compare |
iron helm of strength (+3) (0 def, 3 armour) iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
miner's iron helm (0 def, 4 armour) miner's iron helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
cleansing dwarven-steel helm (0 def, 4 armour) cleansing dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +7% nature / +7% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% fire Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
survivor's brass lantern of focus survivor's brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Physical save: +6 Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
steel torque of thermal psionic shield [power 43] (19/20 cooldown) steel torque of thermal psionic shield [power 43] (19/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. Press to compare |
supercharged steel torque of thermal psionic shield [power 69] (19/25 cooldown) supercharged steel torque of thermal psionic shield [power 69] (19/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 69 for 7 turns, placing all other charms into a 25 cooldown. Torques are made by powerful psionics to store psionic powers. Press to compare |
elm totem of cure ailments [power 1] (19/10 cooldown) elm totem of cure ailments [power 1] (19/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. Press to compare |
elm totem of thorny skin [power 16] (19/20 cooldown) elm totem of thorny skin [power 16] (19/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. Press to compare |
forceful elm totem of thorny skin [power 16] (19/20 cooldown) forceful elm totem of thorny skin [power 16] (19/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. Press to compare |
forceful elm totem of thorny skin [power 16] (19/20 cooldown) forceful elm totem of thorny skin [power 16] (19/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. Press to compare |
supercharged elm totem of healing [power 92] (19/28 cooldown) supercharged elm totem of healing [power 92] (19/28 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal the target for 92, placing all other charms into a 28 cooldown. Natural totems are made by powerful wilders to store nature power. Press to compare |
quick elm wand of trap destruction [power 14] (19/11 cooldown) quick elm wand of trap destruction [power 14] (19/11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to try to disarm traps in a line (disarm power 14), placing all other charms into a 11 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
ash wand of firewall [power 113] (19/6 cooldown) ash wand of firewall [power 113] (19/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to creates a wall of flames lasting for 4 turns (dam 113 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Achievements
Exterminator (Uniques)
Killed 1000 creatures.By Ragnar the Ghoul Berserker level 42
1st Haze 122nd year of Ascendancy at 18:57 see stats
Level 10 (Uniques)
Got a character to level 10.By Ragnar the Ghoul Berserker level 10
13rd Dusk 122nd year of Ascendancy at 09:11 see stats
Level 20 (Uniques)
Got a character to level 20.By Ragnar the Ghoul Berserker level 20
41st Dusk 122nd year of Ascendancy at 23:48 see stats
Level 30 (Uniques)
Got a character to level 30.By Ragnar the Ghoul Berserker level 30
43rd Dusk 122nd year of Ascendancy at 14:58 see stats
Level 40 (Uniques)
Got a character to level 40.By Ragnar the Ghoul Berserker level 40
48th Dusk 122nd year of Ascendancy at 15:32 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Ragnar the Ghoul Berserker level 46
5th Haze 122nd year of Ascendancy at 14:04 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Ragnar the Ghoul Berserker level 24
42nd Dusk 122nd year of Ascendancy at 02:01 see stats
Log
Xanyta the thief regains their energy.
Xanyta the thief is no longer poisoned.
Ragnar damages himself through Martyrdom!
Xanyta the thief hits Ragnar for 9 blight damage.
Ghoul Rot from Ragnar hits Xanyta the thief for 38 blight damage.
Xanyta the thief uses Disarm.
Xanyta the thief stops regenerating health quickly.
Ragnar damages himself through Martyrdom!
Ragnar receives 50 healing from Ragnar's purging blight area effect.
Ragnar's purging blight area effect hits Xanyta the thief for 46 blight damage.
Weapon of Wrath hits Ragnar for 303 fire damage.
Ragnar hits Xanyta the thief for 6 acid, 12 light, 4 mind (22 total damage).
Xanyta the thief hits Ragnar for 20 physical, 13 arcane, 52 light, 36 darkness, 2 acid, 3 light, 1 mind, 14 blight (139 total damage).
Talent Stone Touch is ready to use.
Ragnar receives 49 healing.
Insidious Poison from Xanyta the thief hits Ragnar for 17 nature damage.
Xanyta the thief is fully armored again.
Ragnar damages himself through Martyrdom!
Xanyta the thief hits Ragnar for 9 blight damage.
Ghoul Rot from Ragnar hits Xanyta the thief for 32 blight damage.
Ragnar damages himself through Martyrdom!
Xanyta the thief hits Ragnar for 16 blight damage.
Ragnar receives 50 healing from Ragnar's purging blight area effect.
Ragnar's purging blight area effect hits Xanyta the thief for 55 blight damage.
Ragnar casts Stone Touch.
Xanyta the thief shrugs off the effect 'Stoned'!
Xanyta the thief uses Shield Slam.
Xanyta the thief unleashes cosmic retribution at Ragnar!
Saving game...
