Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Everything is Unique 1.5.2Bite-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 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! verbose 1.5.5This addon inserts much more information in the log about damage reduction. Improved player targetting 1.2.0Player's targetting improvements. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 200 / 16851% |
Size | gargantuan |
Lifes / Deaths | Killed by Realliin at level 200 on the 6th Allure 123rd year of Ascendancy at 11:38 3 / 4Killed by Realliin at level 200 on the 6th Allure 123rd year of Ascendancy at 18:50 Killed by Realliin at level 200 on the 2nd Regrowth 123rd year of Ascendancy at 11:20 Killed by Realliin at level 200 on the 17th Regrowth 123rd year of Ascendancy at 01:41 |
Primary Stats
Strength | 466 (base 100) |
Dexterity | 485 (base 100) |
Constitution | 283 (base 100) |
Magic | 254 (base 100) |
Willpower | 258 (base 100) |
Cunning | 355 (base 100) |
Resources
Mana | 3676/3676 |
Life | 9869/9871 |
Paradox | 305 |
Hate | 143/148 |
Equilibrium | 30 |
Vim | 1172/1172 |
Positive | 529/627 |
Stamina | 1358/1358 |
Psi | 0/338 |
Healing Factor | 2.5 |
Regeneration | 62.875 |
Speed
Mental | +20% |
Attack | 0% |
Movement | +50% |
Spell | 0% |
Global | +178.61209026571% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 50 |
See Stealth | 106.71461967711 |
See Invisible | 314.7146196771 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 1163 |
Accuracy | 172 |
Crit Chance | 455% |
APR | 281 |
Speed | 0.83 |
Offense: Offhand
Damage | 539 |
Accuracy | 172 |
Crit Chance | 453% |
APR | 280 |
Speed | 0.83 |
Offense: Spell
Spellpower | 222 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 119 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +48% |
Blight | +60% |
Arcane | +38% |
Mind | +76% |
All | +20% |
Darkness | +128% |
Light | +143% |
Temporal | +103% |
Lightning | +42% |
Physical | +187% |
Fire | +92% |
Nature | +81% |
Offense: Damage Penetration
Blight | +37% |
Physical | +186% |
Mind | +57% |
All | +22% |
Darkness | +135% |
Light | +81% |
Temporal | +119% |
Lightning | +42% |
Nature | +27% |
Defense: Base
Armour (hardiness) | 400.366571101 (100%) |
Defense | 131 |
Ranged Defense | 133 |
Fatigue | 0 |
Physical Save | 172 |
Spell Save | 115 |
Mental Save | 133 |
Defense: Resistances
Acid | + 75%( 75%) |
Blight | + 75%( 75%) |
Arcane | + 55%( 75%) |
Cold | + 75%( 75%) |
All | + 51%( 75%) |
Mind | + 75%( 75%) |
Lightning | + 75%( 75%) |
Light | + 60%( 75%) |
Temporal | + 75%( 75%) |
Physical | + 75%( 75%) |
Darkness | + 75%( 75%) |
Fire | + 75%( 75%) |
Nature | + 75%( 75%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 100% |
Silence Resistance | 12% |
Bleed Resistance | 85% |
Disarm Resistance | 100% |
Pinning Resistance | 64% |
Instadeath Resistance | 100% |
Knockback Resistance | 44% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1370 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 705 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 58 for 13 turns. While Heroism is active, you will only die when reaching -2099 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 47. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 138%, your defense is increased by 138 and all your resistances by 138%. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 2/5 |
| 19/5 |
| 20/5 |
Psionic / Absorption | 1.30 |
| 19/5 |
| 19/5 |
| 19/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 12/5 |
| 1/5 |
| 1/5 |
| 8/5 |
Technique / Magical combat | 1.00 |
| 14/5 |
| 18/5 |
| 10/5 |
| 13/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 20/5 |
| 1/5 |
| 3/5 |
Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 11/5 |
Spell / Stone | 1.00 |
| 20/5 |
| 1/5 |
| 1/5 |
| 12/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.00 |
| 16/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 19/5 |
| 5/5 |
| 19/5 |
Cursed / Force of will | 1.00 |
| 1/5 |
| 19/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.00 |
| 2/5 |
| 1/5 |
| 20/5 |
| 20/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 20/5 |
| 11/5 |
| 0/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 20/5 |
| 1/5 |
| 3/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 19/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 14/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 12/5 |
Technique / Thuggery | 1.28 |
| 1/5 |
| 12/5 |
| 12/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Reality Smearing |
talent | Thermal Shield |
talent | Deflection |
talent | Mitosis |
talent | Stalk |
talent | Defensive Posture |
talent | Augmentation |
talent | Crystalline Focus |
talent | Chant of Fortress |
talent | Elemental Harmony |
talent | Abyssal Shield |
talent | Kinetic Shield |
talent | Beyond the Flesh |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Damage received in the past is returned as 0.46 paradox damage per turn. Reality Smearing |
beneficial effect | Increases global speed by 79%. Elemental Harmony |
beneficial effect | The target is in a magical frenzy, improving spellpower by 15. Bloodlust |
detrimental effect | On death will restore to the source up to 3 times the vim's worth. Bleak Outcome |
beneficial effect | The target's spellpower has been increased by 258. Spellsurge |
detrimental effect | Zone-wide effect: +10% mind damage, -10% mind resistance, -10% spellpower, -20% silence immunity. Eerie silence |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Xuwyn the orc warrior. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by lesser vampire. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning 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 Willpower by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
A compliation of all your achievements earnt. Heroic AchievementsYou are 80% of the way to your next Rank. You have killed: 127 Uniques 37 Bosses 33 Elite Bosses 29 Veterans 25 Heroics 21 Legends 29 Destroyers 27 Epics 18 Elders 12 Ancients 6 Immortals 9 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed ice wyrm tooth. * You've found the needed black mamba head. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Dourgash (199% power, 6 apr, physical element) Dourgash (199% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 199% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +8 darkness When wielded/worn: Physical crit. chance: +55.0% Defense: +22 (+3 eff.) Damage (Melee): 12 % chance of confusion / 83 arcane / 35 fire Damage when hit (Melee): 8 darkness Changes stats: +37 Mag / +12 Wil / +19 Cun / +20 Con Changes resistances: +15% physical / +15% temporal / +9% nature / +27% darkness Changes damage: +30% physical / +9% nature / +6% arcane Talent granted: +1 Command Staff Critical mult.: +149.00% Mana each turn: +1.17 Vim when firing critical spell: +18.00 Spellpower on spell critical (stacks up to 3 times): +21 Maximum mana: +598.00 Maximum vim: +98.00 Maximum neg.energy: +100.00 Spellpower: +111 (+9 eff.) Spell crit. chance: +45% See invisible: +18 Damage Shield penetration: +38% Defense after a teleport: +72 Resist all after a teleport: +60% New effects duration reduction after a teleport: +98% Reduces paradox anomalies(equivalent to willpower): +40 It can be used to conjure elemental energy in a radius 10 cone, dealing 1247.55 to 1497.06 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Flamerebel (0 def, 14 armour) Flamerebel (0 def, 14 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +107 (+11 eff.) Physical crit. chance: +36.0% Physical power: +20 (+1 eff.) Armour: +14 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to disease * 25% chance to cause random gloom Damage (Melee): 40 lightning / 40 darkness / 8 acid / 15 nature / 10 cold / 40 mind / 5 fire Changes stats: +21 Str / +22 Dex / +15 Mag / +15 Wil / +21 Cun / +22 Con Changes resistances: +20% lightning / +3% temporal / +40% darkness / +9% fire / +10% nature Changes damage: +22% lightning / +6% temporal / +11% nature / +6% blight Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +28.00% Physical save: +68 (+8 eff.) Spell save: +38 (+6 eff.) Mental save: +37 (+5 eff.) Disarm immunity: +195% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +159.00 Spellpower: +30 (+3 eff.) Spell crit. chance: +46% Mindpower: +10 (+2 eff.) Mental crit. chance: +37% Infravision radius: +12 When used to modify unarmed attacks: Power: 232% Range: 1.1x Uses stats: 37% Wil, 77% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +108 Armour Penetration: +5 Crit. chance: +119.0% Attack speed: 100% When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Lightning Breath (20% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon crits: Cripple (40% chance level 5). When this weapon crits: Dominate (30% chance level 5). On weapon hit: * 40% chance to disease Damage (Melee): +18 ice / +56 physical / +87 darkness / +25 lightning / +27 fire / +17 arcane / +27 acid Burst (radius 2) on crit: +12 nature / +29 lightning It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 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. |
Light source | Zanidin the alchemist's lamp Zanidin the alchemist's lampInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +21 Physical crit. chance: +10.0% Physical power: +16 (+1 eff.) Effects on melee hit: * 39% chance to corrode armour by 30% Changes stats: +12 Wil / +8 Cun / +4 Con Changes resistances: +10% blight / +15% temporal / +3% acid Changes resistances penetration: +22% all Changes damage: +9% temporal Critical mult.: +32.00% Reduces incoming crit damage: 5.00% Physical save: +11 (+2 eff.) Mental save: +9 (+1 eff.) Blindness immunity: +38% Confusion immunity: +22% Life regen: +4.40 Maximum life: +189.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +8% Light radius: +5 Infravision radius: +7 See stealth: +17 See invisible: +22 Healing mod.: +22% It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 89 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Glitterravager (30 def, 12 armour) Glitterravager (30 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +16 (+1 eff.) Armour: +12 Defense: +30 (+4 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 31% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 temporal / 10 physical Changes stats: +14 Str / +15 Dex / +27 Wil / +24 Cun / +3 Con / +15 Lck Changes resistances: +12% lightning / +18% light / +28% fire / +7% all / +15% acid / +17% physical / +30% blight / +30% cold / +20% darkness Changes damage: +9% temporal Critical mult.: +3.00% Physical save: +30 (+4 eff.) Mental save: +25 (+4 eff.) Maximum life: +20.00 Maximum stamina: +15.00 Spell crit. chance: +7% Mental crit. chance: +8% Light radius: +1 Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.8 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 17093.6 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
On feet | Noonspitter the pair of drakeskin leather boots (59 def, 15 armour) Noonspitter the pair of drakeskin leather boots (59 def, 15 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +11.0% Physical power: +12 (+1 eff.) Armour: +15 Defense: +59 (+8 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: -5% Damage when hit (Melee): 12 blight / 12 arcane / 8 acid Changes stats: +23 Str / +8 Dex / +14 Mag / +6 Cun / +26 Con / +15 Lck Changes resistances: +10% fire / +60% temporal / +53% darkness / +15% cold Changes resistances penetration: +38% temporal / +40% darkness / +15% physical Changes damage: +10% acid / +20% physical / +9% light / +10% blight Grants telepathy: Dragon Stealth bonus: +15 Maximum encumbrance: +50 Physical save: +54 (+6 eff.) Spell save: +19 (+3 eff.) Mental save: +37 (+5 eff.) Disease immunity: +49% Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +14 (+1 eff.) Spell crit. chance: +4% Lowers spell cool-downs by: 10% Infravision radius: +6 Movement speed: +40% Damage Shield penetration: +30% Defense after a teleport: +65 Resist all after a teleport: +50% New effects duration reduction after a teleport: +65% Size category: +2 It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Tool | Gloomreign (dig speed 1 turns) Gloomreign (dig speed 1 turns)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +25 Physical crit. chance: +11.0% Physical power: +16 (+1 eff.) Armour: +4 Defense: +7 (+1 eff.) Fatigue: -7% Changes stats: +21 Str / +4 Mag / +9 Wil / +12 Cun / +3 Con Changes resistances: +8% physical / +8% fire / +8% darkness / +13% nature Changes resistances penetration: +19% physical Changes damage: +15% darkness / +12% arcane / +11% fire / +20% mind / +17% nature Critical mult.: +42.00% Mental save: +11 (+2 eff.) Vim when firing critical spell: +5.00 Maximum life: +32.00 Maximum mana: +44.00 Maximum stamina: +24.00 Maximum hate: +4.00 Maximum psi: +20.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +8% Mental crit. chance: +13% Light radius: +1 Infravision radius: +15 Heals friendly targets nearby when you use a nature summon: +20 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Nightwell' steel ring 'Nightwell'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +28 (+3 eff.) Armour penetration: +11 Physical power: +40 (+3 eff.) Defense: +11 (+1 eff.) Fatigue: -7% Effects on melee hit: * 42% chance to cause random gloom * 30% chance to inflict 15% damage reduction Damage (Melee): 35 bleed Effects on ranged hit: * 42% chance to cause random gloom Damage (Ranged): 37 bleed Changes stats: +13 Str / +13 Dex / +21 Mag / +17 Wil / +41 Cun / +17 Con Changes resistances: +13% blight / +21% fire / +14% mind / +27% darkness Changes damage: +6% darkness / +13% blight / +6% fire / +14% mind / +12% all Grants telepathy: Dragon Demon/Major Humanoid/Orc Demon/Minor Maximum encumbrance: +28 Spell save: +22 (+3 eff.) Silence immunity: +32% Stun/Freeze immunity: +28% Life regen: +2.00 Mana each turn: +0.22 Hate when firing a critical mind attack: +6.00 Maximum stamina: +22.00 Maximum hate: +26.00 Spellpower: +48 (+4 eff.) Mindpower: +30 (+4 eff.) See invisible: +9 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
On fingers | Gorefurnace the stralite ring Gorefurnace the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +30 (+3 eff.) Armour penetration: +2 Physical power: +43 (+3 eff.) Armour: +4 Effects on melee hit: * Slows global speed by 15% * 18% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +21 Str / +20 Dex / +8 Wil / +33 Cun / +18 Con Changes resistances: +36% acid / +2% physical / +12% nature Changes damage: +18% acid / +8% all Physical save: +26 (+3 eff.) Spell save: +16 (+2 eff.) Mental save: +16 (+2 eff.) Disarm immunity: +42% Pinning immunity: +44% Stun/Freeze immunity: +88% Knockback immunity: +44% Life regen: +9.30 Hate when firing a critical mind attack: +3.00 Only die when reaching: -100.00 life Maximum life: +129.00 Maximum hate: +12.00 Spellpower: +17 (+2 eff.) Mindpower: +30 (+4 eff.) Healing mod.: +26% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around neck | Blazefury BlazefuryPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +40 (+4 eff.) Armour penetration: +77 Physical power: +16 (+1 eff.) Armour: +6 Defense: +9 (+1 eff.) Fatigue: -8% Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 11% chance to blind * 11% chance to inflict 15% damage reduction Damage when hit (Melee): 4 lightning Changes stats: +7 Str / +8 Dex / +4 Wil / +5 Cun / +15 Con Changes resistances: +43% mind / +9% lightning Changes resistances cap: +5% all Changes resistances penetration: +20% lightning / +5% nature / +35% mind Changes damage: +16% physical / +11% light / +11% blight / +11% fire / +12% mind / +11% darkness Grants telepathy: Humanoid/Orc Talent mastery: +0.28 Technique / Thuggery Critical mult.: +121.00% Physical save: +54 (+6 eff.) Spell save: +37 (+6 eff.) Mental save: +56 (+8 eff.) Confusion immunity: +95% Life regen: +1.10 Stamina each turn: +1.10 Spellpower: +11 (+1 eff.) Mindpower: +10 (+2 eff.) Movement speed: +10% Combat speed: +20% Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
In main hand | Wretchsage the dragonbone vilestaff (221% power, 6 apr, physical element) Wretchsage the dragonbone vilestaff (221% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 222% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +30 (+3 eff.) Physical crit. chance: +38.0% Physical power: +32 (+2 eff.) Armour: +41 Armour Hardiness: +12% Defense: +52 (+7 eff.) Ranged Defense: +9 (+2 eff.) Damage (Melee): 135 fire / 12 % chance of confusion Changes stats: +7 Str / +9 Mag / +6 Wil / +9 Cun / +15 Con Changes resistances: +6% mind / +9% nature Maximum wards: +5 physical / +5 temporal / +3 darkness / +5 light Changes resistances penetration: +59% physical / +59% temporal / +59% light / +59% darkness Changes damage: +59% physical / +59% temporal / +59% light / +59% darkness Talents granted: +9 Ward +1 Command Staff Critical mult.: +234.00% Physical save: +12 (+2 eff.) Life regen: +0.60 Stamina each turn: +0.60 Mana each turn: +0.40 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum life: +30.00 Maximum mana: +191.00 Maximum vim: +50.00 Maximum neg.energy: +38.00 Spellpower: +115 (+10 eff.) Spell crit. chance: +38% See invisible: +75 Damage Shield penetration: +43% It can be used to unleash an elemental blastwave, dealing 1395.04 to 1674.05 physical damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
Around waist | Erelerin the Mirestreaker Erelerin the MirestreakerPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +26.0% Physical power: +23 (+2 eff.) Armour: +21 Defense: +37 (+5 eff.) Fatigue: -7% Damage when hit (Melee): 8 fire Changes stats: +3 Str / +18 Dex / +22 Mag / +17 Wil / +15 Cun / +16 Lck Changes resistances: +6% acid / +10% fire / +10% cold Changes damage: +18% nature Reduced damage from: +28% Summoned Critical mult.: +32.00% Reduces incoming crit damage: 25.00% Trap disarming bonus: +40 Stealth bonus: +31 Maximum encumbrance: +44 Physical save: +45 (+5 eff.) Spell save: +11 (+1 eff.) Mental save: +22 (+3 eff.) Mana each turn: +0.80 Maximum life: +129.00 Maximum mana: +84.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +10% Mindpower: +8 (+1 eff.) Mental crit. chance: +11% Light radius: +5 Infravision radius: +10 Size category: +1 A belt that goes around your waist. |
In off hand | elven-wood magestaff 'Velana' (194% power, 5 apr, physical element) elven-wood magestaff 'Velana' (194% power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 195% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +58.0% Physical power: +13 (+1 eff.) Defense: +34 (+5 eff.) Effects on melee hit: * 20% chance to disease * 17% chance to blind Damage (Melee): 178 fire / 39 arcane / 11 % chance of confusion Damage when hit (Melee): 12 mind Changes stats: +14 Mag / +6 Wil / +12 Cun / +8 Con Changes resistances: +8% arcane Changes resistances penetration: +15% blight Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +299.00% Mana each turn: +0.34 Equilibrium when hit: +0.04 Vim when firing critical spell: +7.00 Spellpower on spell critical (stacks up to 3 times): +37 Hate when firing a critical mind attack: +4.00 Maximum mana: +255.00 Maximum vim: +44.00 Maximum neg.energy: +44.00 Spellpower: +122 (+10 eff.) Spell crit. chance: +18% Mental crit. chance: +6% Light radius: +3 See invisible: +101 Damage Shield penetration: +34% It can be used to conjure elemental energy in a radius 8 cone, dealing 1219.87 to 1463.85 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Cloak | Glitterlord (2 def, 10 armour) Glitterlord (2 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +70 (+7 eff.) Armour penetration: +70 Armour: +10 Defense: +2 (+0 eff.) Damage when hit (Melee): 16 mind / 12 light Changes stats: +3 Str / +11 Dex / +10 Mag / +15 Wil / +17 Cun / +3 Con Changes resistances: +22% darkness / +22% cold Changes resistances penetration: +14% darkness Changes damage: +17% darkness Critical mult.: +95.00% Stealth bonus: +70 Physical save: +11 (+2 eff.) Mental save: +14 (+2 eff.) Cut immunity: +5% Confusion immunity: +20% Pinning immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -50.00 life Maximum life: +44.00 Maximum mana: +40.00 Maximum hate: +6.00 Spell crit. chance: +18% Mental crit. chance: +6% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun mail armour 'Sepsiswisp' (28 def, 69 armour) voratun mail armour 'Sepsiswisp' (28 def, 69 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +69 Defense: +28 (+4 eff.) Fatigue: -3% Changes stats: +35 Str / +8 Wil / +25 Cun / +29 Con Changes resistances: +56% acid / +35% physical / +19% darkness / +58% cold / +73% fire / +39% lightning Changes damage: +6% nature Allows you to breathe in: water Physical save: +54 (+6 eff.) Mental save: +65 (+9 eff.) Life regen: +7.50 Stamina each turn: +0.40 Hate when firing a critical mind attack: +5.00 Maximum life: +727.00 Mental crit. chance: +5% Light radius: +2 Healing mod.: +81% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
steam generator implant of the sneak (steam 33) steam generator implant of the sneak (steam 33)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (83% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 33.1 steam per turn. Can be activated for an instant burst of 166 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 29) steam generator implant of the sneak (steam 29)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (83% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 29.2 steam per turn. Can be activated for an instant burst of 146 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 32) steam generator implant of the sneak (steam 32)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (83% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 32.4 steam per turn. Can be activated for an instant burst of 162 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 32) steam generator implant of the titan (steam 32)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (83% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 31.8 steam per turn. Can be activated for an instant burst of 159 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 43) steam generator implant of the warrior (steam 43)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (83% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 42.8 steam per turn. Can be activated for an instant burst of 214 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 32) steam generator implant of the warrior (steam 32)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (83% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 32.2 steam per turn. Can be activated for an instant burst of 161 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 19) steam generator implant of the wizard (steam 19)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (83% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.3 steam per turn. Can be activated for an instant burst of 97 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the titan (heal 765) healing infusion of the titan (heal 765)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 765 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 635) healing infusion of the wizard (heal 635)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 635 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+44 for 13 turns, die at -1662) heroism infusion of the psychic (+44 for 13 turns, die at -1662)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 44 for 13 turns. While Heroism is active, you will only die when reaching -1662 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (1486% speed; 8 turns) movement infusion of the psychic (1486% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1486% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 77 over 5 turns) regeneration infusion (heal 77 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: Standard (83% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 77 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (635% regen over 10 turns; 32 instant mana) manasurge rune (635% regen over 10 turns; 32 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: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 635% for 10 turns and instantly restoring 32 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 (2464% regen over 10 turns; 123 instant mana) manasurge rune of the warrior (2464% regen over 10 turns; 123 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2464% for 10 turns and instantly restoring 123 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 39; power 112; dur 7) phase door rune of the sneak (range 39; power 112; dur 7)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 39. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 112%, your defense is increased by 112 and all your resistances by 112%. 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. |
shielding rune of the psychic (absorb 924 for 4 turns) shielding rune of the psychic (absorb 924 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 924 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 1706 for 8 turns) shielding rune of the warrior (absorb 1706 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1706 damage for 8 turns. 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. |
This item will automatically be transmogrified when you leave the level. schematic: Acid Grooveschematic: Acid Groove Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Armosus ArmosusInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% cold / +6% physical / +12% darkness / +12% light Changes damage: +6% mind Talent mastery: +0.13 Celestial / Sun Reduces incoming crit damage: 10.00% Physical save: +20 (+3 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +26% Stamina each turn: +0.30 Only die when reaching: -80.00 life Amulets can have magical properties. |
Chamorin the Plagueworm Chamorin the PlaguewormInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -15% Damage when hit (Melee): 4 arcane Changes stats: +7 Str / +23 Dex / +1 Mag / +22 Wil / +14 Cun / +20 Con Changes resistances penetration: +5% blight / +5% temporal Changes damage: +9% temporal / +6% nature / +6% arcane Talent masteries: +0.26 Steamtech / Butchery +0.26 Steamtech / Gunslinging Critical mult.: +15.00% Physical save: +29 (+4 eff.) Spell save: +39 (+6 eff.) Mental save: +41 (+6 eff.) Confusion immunity: +36% Life regen: +4.30 Stamina each turn: +2.10 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +59.00 Maximum mana: +60.00 Maximum vim: +40.00 Mindpower: +21 (+3 eff.) Movement speed: +20% Amulets can have magical properties. |
Elenudrakhad the gold amulet Elenudrakhad the gold amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +9% acid / +9% physical / +16% darkness / +3% temporal / +5% arcane / +6% fire / +16% mind / +18% light Mental save: +13 (+2 eff.) Blindness immunity: +35% Confusion immunity: +36% Knockback immunity: +10% Stamina each turn: +0.40 Amulets can have magical properties. |
Gloryrin the Glintkill Gloryrin the GlintkillPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 blight / 8 light Changes stats: +6 Wil / +15 Mag Changes resistances: +27% light / +19% darkness / +5% arcane Changes resistances penetration: +5% arcane Talent mastery: +0.36 Technique / Unarmed training Mental save: +13 (+2 eff.) Blindness immunity: +44% Confusion immunity: +16% Mana each turn: +0.54 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +41.00 Mindpower: +15 (+2 eff.) Light radius: +1 Amulets can have magical properties. |
Gomina the voratun amulet Gomina the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +14 Defense: +34 (+5 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -20% Damage (Melee): 15 light / 14 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 13% chance to blind Changes stats: +27 Str / +30 Dex / +20 Wil / +9 Cun / +10 Con / +20 Lck Changes resistances: +15% physical / +7% arcane / +9% nature Changes resistances cap: +7% all Changes damage: +10% physical / +15% light / +6% mind / +3% arcane / +15% darkness Talent mastery: +0.40 Chronomancy / Timeline Threading Critical mult.: +10.00% Physical save: +48 (+6 eff.) Spell save: +22 (+3 eff.) Mental save: +19 (+3 eff.) Blindness immunity: +40% Poison immunity: +15% Disease immunity: +30% Life regen: +4.70 Stamina each turn: +2.70 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -60.00 life Infravision radius: +10 Sight radius: +2 See invisible: +13 Movement speed: +10% Combat speed: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Gorebiter GorebiterPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +18 Physical power: +9 (+1 eff.) Armour: +14 Defense: +21 (+3 eff.) Fatigue: -44% Damage when hit (Melee): 8 light Changes stats: +9 Str / +36 Dex / +10 Mag / +22 Wil / +40 Cun / +25 Con Changes resistances: +12% nature Changes resistances cap: +12% all Changes resistances penetration: +10% blight Changes damage: +8% lightning / +9% physical / +32% fire / +41% blight / +7% cold / +9% nature / +8% acid Talent mastery: +0.34 Chronomancy / Temporal Combat Critical mult.: +50.00% Physical save: +67 (+8 eff.) Spell save: +22 (+3 eff.) Mental save: +48 (+7 eff.) Blindness immunity: +28% Confusion immunity: +44% Life regen: +7.50 Stamina each turn: +3.80 Mana each turn: +0.46 Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +14 Maximum mana: +104.00 Maximum vim: +20.00 Spellpower: +29 (+3 eff.) Spell crit. chance: +6% Mindpower: +25 (+4 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +13 Movement speed: +30% Combat speed: +10% Amulets can have magical properties. |
Nedralin NedralinPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +16 Armour: +15 Defense: +19 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: -8% Changes stats: +11 Str / +17 Dex / +11 Mag / +20 Wil / +14 Cun / +8 Con Changes resistances: +18% temporal Changes resistances cap: +5% all Changes damage: +11% blight / +11% fire Talent mastery: +0.28 Cursed / Slaughter Critical mult.: +32.00% Physical save: +53 (+6 eff.) Spell save: +35 (+5 eff.) Mental save: +70 (+10 eff.) Cut immunity: +70% Confusion immunity: +53% Teleport immunity: +50% Life regen: +1.80 Stamina each turn: +1.10 Mana each turn: +0.31 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +39.00 Spellpower: +11 (+1 eff.) Mindpower: +33 (+5 eff.) Movement speed: +10% Healing mod.: +17% It can be used to teleport you randomly (rad 49), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
Nightbolt the stralite amulet Nightbolt the stralite amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +16 Fatigue: -16% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +15 Dex / +14 Cun / +14 Con Changes resistances: +6% temporal / +26% mind / +3% darkness Changes resistances penetration: +20% temporal Changes damage: +13% blight / +10% fire / +6% temporal Critical mult.: +33.00% Confusion immunity: +42% Life regen: +2.20 Stamina each turn: +1.80 Spellpower: +9 (+1 eff.) Movement speed: +20% Amulets can have magical properties. |
Pushash the voratun amulet Pushash the voratun amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+2 eff.) Physical power: +20 (+1 eff.) Armour: +8 Defense: +32 (+4 eff.) Fatigue: -9% Damage when hit (Melee): 12 blight / 4 lightning Changes stats: +9 Str / +10 Dex / +8 Mag / +16 Wil / +17 Con / +20 Lck Changes resistances: +30% darkness / +30% cold / +25% fire / +6% nature / +30% light Changes resistances cap: +7% all Changes resistances penetration: +10% nature / +25% light Changes damage: +6% blight / +20% physical / +9% nature Talent mastery: +0.40 Spell / Fire alchemy Physical save: +100 (+11 eff.) Spell save: +70 (+10 eff.) Mental save: +34 (+5 eff.) Blindness immunity: +46% Confusion immunity: +21% Life regen: +12.10 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +204.00 Maximum mana: +40.00 Mindpower: +15 (+2 eff.) Combat speed: +20% Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
Raventaint RaventaintPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +12 Defense: +15 (+2 eff.) Fatigue: -16% Effects on melee hit: * 45% chance to inflict 15% damage reduction Damage when hit (Melee): 16 blight Changes stats: +15 Mag Changes resistances: +22% mind Changes resistances cap: +10% all Changes resistances penetration: +38% blight Changes damage: +22% acid / +6% physical / +13% darkness / +7% light / +7% temporal / +7% fire / +7% cold / +6% lightning Talent masteries: +0.28 Celestial / Sun +0.28 Spell / Fire alchemy Physical save: +73 (+8 eff.) Spell save: +37 (+6 eff.) Mental save: +38 (+5 eff.) Cut immunity: +70% Confusion immunity: +38% Life regen: +6.20 Mana each turn: +0.73 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +83.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +10% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 426 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Treeraider the stralite amulet Treeraider the stralite amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +18 (+1 eff.) Armour: +7 Defense: +11 (+1 eff.) Fatigue: -9% Effects on melee hit: * Slows global speed by 15% Damage (Melee): 13 light / 13 darkness Effects when hit in melee: * 13% chance to blind * 13% chance to inflict 15% damage reduction Damage when hit (Melee): 20 mind / 8 temporal Changes stats: +22 Str / +17 Dex / +5 Mag / +26 Wil / +3 Cun / +12 Con Changes resistances: +42% lightning / +22% temporal / +26% light / +26% darkness Changes resistances cap: +6% all Changes resistances penetration: +15% nature Changes damage: +18% physical / +13% light / +52% blight / +51% fire / +13% darkness Critical mult.: +72.00% Reduces incoming crit damage: 5.00% Physical save: +84 (+10 eff.) Spell save: +44 (+7 eff.) Mental save: +53 (+7 eff.) Blindness immunity: +44% Cut immunity: +80% Confusion immunity: +22% Pinning immunity: +44% Stun/Freeze immunity: +88% Knockback immunity: +44% Life regen: +6.00 Mana each turn: +0.43 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +70.00 Maximum mana: +41.00 Spellpower: +51 (+4 eff.) Mindpower: +13 (+2 eff.) Infravision radius: +1 See invisible: +9 Combat speed: +20% Healing mod.: +26% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 559 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Viperresolve ViperresolveInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil / +4 Con Changes resistances: +15% mind / +3% nature / +12% darkness / +11% light Changes damage: +3% nature / +12% mind Blindness immunity: +23% Amulets can have magical properties. |
Yarisasin the Flarestrider Yarisasin the FlarestriderInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +18 Physical power: +9 (+1 eff.) Fatigue: -12% Damage when hit (Melee): 12 physical Changes stats: +2 Str / +18 Dex / +4 Mag / +8 Wil / +13 Cun / +19 Con Changes resistances: +52% mind Changes damage: +6% fire / +9% physical Talent masteries: +0.34 Cunning / Stealth +0.34 Psionic / Mentalism Critical mult.: +18.00% Physical save: +37 (+5 eff.) Spell save: +22 (+3 eff.) Mental save: +35 (+5 eff.) Confusion immunity: +106% Life regen: +3.90 Stamina each turn: +1.30 Maximum life: +59.00 Mindpower: +9 (+1 eff.) See invisible: +12 Movement speed: +10% Combat speed: +10% Healing mod.: +15% Amulets can have magical properties. |
gold amulet 'Growthbile' gold amulet 'Growthbile'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+1 eff.) Physical power: +8 (+1 eff.) Defense: +14 (+2 eff.) Fatigue: -7% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 nature / 12 temporal Changes stats: +6 Str / +16 Dex / +22 Wil / +8 Cun / +12 Con / +14 Lck Changes resistances: +6% temporal / +22% physical / +18% blight / +22% cold / +6% nature / +22% fire Changes damage: +15% blight / +8% physical / +15% nature Physical save: +33 (+4 eff.) Spell save: +19 (+3 eff.) Mental save: +39 (+6 eff.) Confusion immunity: +33% Life regen: +2.90 Stamina each turn: +2.60 Maximum life: +60.00 Mindpower: +22 (+3 eff.) Movement speed: +10% Combat speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
grounding copper amulet of mastery (0.10 Cursed / Strife) grounding copper amulet of mastery (0.10 Cursed / Strife)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.10 Cursed / Strife Stun/Freeze immunity: +20% Amulets can have magical properties. |
voratun amulet 'Blazeseam' voratun amulet 'Blazeseam'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 12 fire Changes stats: +5 Wil / +3 Mag Changes resistances: +17% light / +19% darkness Changes damage: +7% acid / +8% physical / +5% lightning / +12% blight / +17% fire / +3% mind / +7% cold Critical mult.: +16.00% Mental save: +20 (+3 eff.) Blindness immunity: +32% Life regen: +3.20 Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 Spellpower: +17 (+2 eff.) Spell crit. chance: +5% Combat speed: +10% Amulets can have magical properties. |
Eilinorin the stralite ring Eilinorin the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +43 (+4 eff.) Armour penetration: +30 Physical power: +52 (+3 eff.) Armour: +8 Defense: +30 (+4 eff.) Effects on melee hit: * 20% chance to disease * 18% chance to cause random gloom * 28% chance to blind Damage (Melee): 44 light / 19 bleed Effects on ranged hit: * 18% chance to cause random gloom * 30% chance to blind Damage (Ranged): 44 light / 21 bleed Changes stats: +17 Str / +6 Dex / +15 Mag / +31 Wil / +41 Cun / +32 Con Changes resistances: +9% acid / +2% physical / +36% darkness / +18% mind / +21% cold / +9% nature / +9% fire Changes resistances penetration: +15% blight Changes damage: +18% mind / +18% darkness Physical save: +14 (+2 eff.) Spell save: +70 (+10 eff.) Mental save: +30 (+4 eff.) Stun/Freeze immunity: +76% Life regen: +8.40 Hate when firing a critical mind attack: +3.00 Only die when reaching: -40.00 life Maximum life: +40.00 Maximum stamina: +108.00 Maximum hate: +11.00 Spellpower: +51 (+4 eff.) Mindpower: +52 (+8 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Eilinutira EilinutiraPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+1 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 18 bleed Changes stats: +7 Cun Changes resistances: +9% acid / +3% light / +13% blight / +51% nature / +5% arcane Changes damage: +18% nature Physical save: +6 (+1 eff.) Mental save: +12 (+2 eff.) Poison immunity: +25% Disease immunity: +22% Disarm immunity: +49% Pinning immunity: +30% Knockback immunity: +37% Hate when firing a critical mind attack: +3.00 Maximum life: +37.00 Maximum hate: +10.00 Spellpower: +5 (+1 eff.) Mindpower: +13 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Glowpunish the voratun ring Glowpunish the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +37 (+4 eff.) Effects on melee hit: * Slows global speed by 30% * 29% chance to blind Damage (Melee): 38 light Effects on ranged hit: * 32% chance to blind Damage (Ranged): 45 light Damage when hit (Melee): 4 light Changes stats: +25 Dex / +24 Cun / +10 Con Changes resistances penetration: +10% blight Changes damage: +18% light Physical save: +38 (+5 eff.) Spell save: +12 (+2 eff.) Mental save: +17 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 (+0 eff.) Light radius: +3 Rings can have magical properties. |
Isukira IsukiraPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +83 (+8 eff.) Armour penetration: +15 Physical power: +20 (+1 eff.) Armour: +12 Defense: +25 (+3 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +16 Str / +41 Dex / +21 Mag / +13 Wil / +46 Cun / +23 Con Changes resistances: +22% acid / +3% physical / +22% fire / +21% cold / +22% lightning Changes damage: +7% all Spell save: +82 (+12 eff.) Blindness immunity: +110% Disarm immunity: +31% Pinning immunity: +38% Knockback immunity: +27% Only die when reaching: -40.00 life Maximum life: +38.00 Maximum stamina: +116.00 Spellpower: +22 (+2 eff.) Spell crit. chance: +1% Mindpower: +25 (+4 eff.) Infravision radius: +15 See stealth: +45 See invisible: +48 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Kindleedge KindleedgeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes stats: +5 Str / +5 Con Changes resistances: +6% blight / +12% physical / +7% nature / +6% light Changes damage: +6% light / +12% physical Poison immunity: +12% Disease immunity: +13% Light radius: +3 Rings can have magical properties. |
Mayille the Phlegmriver Mayille the PhlegmriverInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +42 (+4 eff.) Armour penetration: +30 Defense: +42 (+6 eff.) Effects on melee hit: * 40% chance to daze at end of turn * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 19 bleed Damage when hit (Melee): 12 nature Changes stats: +9 Cun / +5 Con Changes resistances: +72% acid / +6% fire / +13% nature / +13% blight Changes resistances penetration: +25% nature / +5% fire Changes damage: +36% acid / +21% nature / +3% lightning Spell save: +18 (+3 eff.) Poison immunity: +26% Disease immunity: +23% Disarm immunity: +44% Pinning immunity: +44% Stun/Freeze immunity: +41% Knockback immunity: +44% Life regen: +5.10 Hate when firing a critical mind attack: +3.00 Maximum life: +124.00 Maximum stamina: +34.00 Maximum hate: +13.00 Movement speed: +21% Healing mod.: +26% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Morningspire the steel ring Morningspire the steel ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +29 (+3 eff.) Armour penetration: +10 Physical power: +18 (+1 eff.) Armour: +12 Defense: +11 (+1 eff.) Fatigue: -7% Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +16 Str / +14 Dex / +8 Mag / +6 Wil / +23 Cun / +12 Con Changes resistances: +8% blight / +9% nature / +28% light Changes resistances penetration: +10% light Changes damage: +12% arcane / +14% light / +6% all Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Maximum encumbrance: +27 Poison immunity: +18% Disease immunity: +15% Life regen: +1.10 Hate when firing a critical mind attack: +2.00 Maximum life: +56.00 Maximum hate: +9.00 Spellpower: +11 (+1 eff.) Mindpower: +19 (+3 eff.) Healing mod.: +18% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Xanolle the Lightningblur Xanolle the LightningblurPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +23 (+2 eff.) Physical power: +20 (+1 eff.) Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Damage when hit (Melee): 4 lightning / 12 physical Changes stats: +6 Str / +14 Dex / +24 Mag / +23 Wil / +24 Cun / +13 Con Changes resistances: +18% acid / +3% physical / +18% cold / +18% fire / +7% arcane / +58% lightning Changes resistances penetration: +10% lightning / +5% physical / +10% fire Changes damage: +14% lightning / +18% physical / +6% all Spell save: +52 (+8 eff.) Mental save: +21 (+3 eff.) Silence immunity: +32% Confusion immunity: +31% Stamina each turn: +0.20 Mana each turn: +0.22 Hate when firing a critical mind attack: +2.00 Maximum stamina: +41.00 Maximum hate: +9.00 Spellpower: +28 (+2 eff.) Mindpower: +19 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Yvuvena the Forestworth Yvuvena the ForestworthPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +18 Physical power: +22 (+2 eff.) Defense: +26 (+3 eff.) Fatigue: -5% Effects on melee hit: * Slows global speed by 50% * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Damage when hit (Melee): 4 nature Changes stats: +11 Str / +6 Dex / +9 Wil / +18 Cun / +14 Con Changes resistances: +20% blight / +14% nature / +24% acid Changes damage: +12% acid / +12% nature / +5% all Maximum encumbrance: +24 Spell save: +47 (+7 eff.) Mental save: +8 (+1 eff.) Blindness immunity: +26% Poison immunity: +28% Disease immunity: +28% Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +26% Hate when firing a critical mind attack: +2.00 Maximum life: +26.00 Maximum mana: +160.00 Maximum stamina: +16.00 Maximum hate: +7.00 Spellpower: +8 (+1 eff.) Mindpower: +15 (+2 eff.) Infravision radius: +4 See stealth: +9 See invisible: +9 Damage Shield penetration: +40% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
psionicist's copper ring of corrosion (+20%) psionicist's copper ring of corrosion (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% acid Changes damage: +10% acid Mental save: +6 (+1 eff.) Rings can have magical properties. |
steel ring 'Magmabreeze' steel ring 'Magmabreeze'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +11 Physical power: +9 (+1 eff.) Defense: +20 (+3 eff.) Effects on melee hit: * 19% chance to blind * 42% chance to inflict 15% damage reduction Damage (Melee): 32 light Effects on ranged hit: * 20% chance to blind Damage (Ranged): 28 light Damage when hit (Melee): 12 light Changes stats: +22 Mag / +18 Wil / +9 Cun Changes resistances: +9% darkness / +46% fire Changes resistances penetration: +5% fire Changes damage: +23% fire Mental save: +21 (+3 eff.) Silence immunity: +31% Confusion immunity: +32% Mana each turn: +0.22 Spellpower: +45 (+4 eff.) Mindpower: +9 (+1 eff.) Light radius: +2 Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
Getekan the voratun battleaxe (248% power, 4 apr) Getekan the voratun battleaxe (248% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 248% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Acid Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 143% On weapon hit: * 48% chance to corrode armour by 30% * 83% chance to daze at end of turn * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * cripple the target Damage (Melee): +28 lightning / +42 cold Burst (radius 2) on crit: +16 acid When wielded/worn: Accuracy: +122 (+12 eff.) Armour penetration: +63 Physical crit. chance: +113.0% Physical power: +21 (+2 eff.) Armour: +2 Defense: +28 (+4 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +21 Str / +39 Dex / +12 Mag / +12 Wil / +15 Cun / +12 Con Changes resistances: +3% blight Changes resistances penetration: +42% lightning / +42% physical / +19% acid Changes damage: +41% physical Grants telepathy: Humanoid/Orc Critical mult.: +33.00% Mental save: +6 (+1 eff.) Poison immunity: +10% Disarm immunity: +85% Stun/Freeze immunity: +5% Life regen: +3.00 Stamina when hit: +4.00 Equilibrium when hit: +0.08 Massive two-handed battleaxes. |
Islilaith the Swampkin (234% power, 4 apr) Islilaith the Swampkin (234% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 235% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 26% chance to inflict 15% damage reduction * Slows global speed by 53% * 55% chance to disease * 25% chance for lightning to arc to a second target * 20% chance to torment the target * 20% chance to curse the target Damage (Melee): +28 lightning / +23 light / +45 blight Burst (radius 1) on hit: +4 nature / +56 fire Burst (radius 2) on crit: +8 physical Damage against: +42% Undead When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +21 Physical power: +21 (+2 eff.) Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 40% chance to inflict 15% damage reduction Changes stats: +12 Con Changes resistances penetration: +57% physical / +20% mind / +21% darkness Changes damage: +9% darkness Physical save: +6 (+1 eff.) Disease immunity: +98% Disarm immunity: +49% Massive two-handed battleaxes. |
Layithra the voratun battleaxe (261% power, 4 apr) Layithra the voratun battleaxe (261% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 262% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 197% chance to corrode armour by 30% * 20% chance to torment the target * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +30% Damage (Melee): +27 nature / +27 temporal When wielded/worn: Physical power: +41 (+3 eff.) Changes stats: +19 Con Changes resistances: +14% all Changes resistances penetration: +63% acid / +40% physical / +21% darkness / +21% nature / +21% mind / +10% arcane Critical mult.: +15.00% Disarm immunity: +98% Life regen: +11.00 Mana each turn: +0.08 Equilibrium when hit: +0.08 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +30 Damage Shield penetration: +30% Massive two-handed battleaxes. |
stralite battleaxe 'Starrebel' (222% power, 3 apr) stralite battleaxe 'Starrebel' (222% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 223% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * Slows global speed by 20% * 59% chance to disease * 60% chance to blind * 42% chance to cause random gloom * 25% chance for lightning to arc to a second target * Projects up to 15 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 15 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Random elemental explosion * Projects up to 15 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * cripple the target * splashes the target with acid Damage (Melee): +21 lightning / +12 fire / +4 nature / +66 acid / +57 blight / +24 mind Burst (radius 1) on hit: +4 light / +36 fire Burst (radius 2) on crit: +8 light / +16 fire When wielded/worn: Accuracy: +52 (+5 eff.) Armour penetration: +51 Physical crit. chance: +38.0% Physical power: +38 (+3 eff.) Effects on melee hit: * Slows global speed by 15% * 15% chance to corrode armour by 30% Changes stats: +9 Dex / +9 Wil / +9 Cun / +9 Con Changes resistances penetration: +63% acid / +76% physical / +63% fire / +61% lightning / +63% cold Changes damage: +19% physical / +9% light / +9% fire Disease immunity: +42% Disarm immunity: +42% Light radius: +2 Massive two-handed battleaxes. |
Adutha the Galespiker (241% power, 4 apr) Adutha the Galespiker (241% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 242% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 41% chance to daze at end of turn * 44% chance to corrode armour by 30% * 48% chance to cause random gloom * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +59 insidious poison / +20 acid / +39 mind Burst (radius 2) on crit: +8 mind When wielded/worn: Armour penetration: +21 Physical crit. chance: +62.0% Damage when hit (Melee): 24 lightning Changes stats: +6 Str / +6 Dex / +6 Mag / +15 Wil / +15 Cun / +6 Con Changes resistances: +14% all Changes resistances penetration: +34% lightning / +15% mind / +19% nature / +21% acid Changes damage: +3% mind Grants telepathy: Dragon Critical mult.: +28.00% Mental save: +20 (+3 eff.) Life regen: +4.00 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 Massive two-handed mauls. |
Lisyra the stralite greatmaul (256% power, 3 apr) Lisyra the stralite greatmaul (256% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 257% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 125% On weapon hit: * 76% chance to cause random gloom * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +23 temporal Burst (radius 2) on crit: +31 ice When wielded/worn: Accuracy: +182 (+18 eff.) Armour penetration: +51 Physical crit. chance: +38.0% Physical power: +19 (+1 eff.) Armour: +19 Defense: +74 (+10 eff.) Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 28 temporal Changes stats: +18 Str / +16 Dex / +9 Con Changes resistances: +13% all / +19% temporal Changes resistances penetration: +52% physical / +19% darkness / +16% cold / +34% mind / +19% nature Changes damage: +6% temporal / +38% physical Critical mult.: +36.00% Spell save: +42 (+6 eff.) Disarm immunity: +245% Mana each turn: +0.04 Stamina when hit: +6.00 Mana when firing critical spell: +3.00 Maximum mana: +60.00 Maximum vim: +10.00 Massive two-handed mauls. |
Morbusumbra the stralite greatmaul (225% power, 22 apr) Morbusumbra the stralite greatmaul (225% power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 226% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Nature Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 42% chance to cause random gloom * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * cripple the target Damage Shield penetration (this weapon only): +65% Damage (Melee): +35 cold / +30 mind / +14 light Burst (radius 1) on hit: +12 nature / +53 fire Damage against: +35% Undead When wielded/worn: Accuracy: +71 (+7 eff.) Armour penetration: +93 Physical crit. chance: +124.0% Physical power: +80 (+5 eff.) Armour: +16 Changes stats: +7 Str / +2 Dex / +9 Wil / +7 Cun / +18 Con Changes resistances penetration: +73% physical Changes damage: +19% physical Critical mult.: +78.00% Reduces incoming crit damage: 10.00% Physical save: +9 (+1 eff.) Disarm immunity: +78% Stamina when hit: +3.00 Light radius: +4 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Murkquarry (247% power, 22 apr)Murkquarry (247% power, 22 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 247% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +5.5% Attack speed: 143% On weapon hit: * 33% chance to corrode armour by 30% * 25% chance to put talents on cooldown * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +56% Damage (Melee): +36 darkness Burst (radius 2) on crit: +19 fire Damage against: +40% Living When wielded/worn: Accuracy: +90 (+9 eff.) Armour penetration: +32 Physical crit. chance: +53.0% Physical power: +16 (+1 eff.) Defense: +16 (+2 eff.) Damage when hit (Melee): 24 darkness Changes stats: +9 Str / +21 Dex / +7 Con Changes resistances: +2% physical / +10% all Changes resistances penetration: +16% acid / +30% physical / +14% nature / +14% fire Changes damage: +32% physical Critical mult.: +29.00% Disarm immunity: +84% Life regen: +2.00 Stamina each turn: +0.60 Stamina when hit: +3.00 Global speed: +6% Healing mod.: +10% Massive two-handed mauls. |
Viletitan the voratun greatmaul (225% power, 4 apr) Viletitan the voratun greatmaul (225% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 225% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +84 insidious poison / +40 cold When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +41 Physical crit. chance: +42.0% Armour: +2 Damage when hit (Melee): 4 nature Changes stats: +9 Str Changes resistances: +6% nature / +2% physical Changes resistances penetration: +21% physical Changes damage: +3% nature / +35% physical Critical mult.: +24.00% Stamina each turn: +0.40 Stamina when hit: +4.00 Maximum life: +10.00 Massive two-handed mauls. |
Xamira the Sepsisquench (221% power, 4 apr) Xamira the Sepsisquench (221% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 222% Range: 1.6x Uses stats: 112% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target * wounds the target for 7 turns: 65 bleeding, 108% reduced healing Damage (Melee): +28 temporal / +23 cold Burst (radius 1) on hit: +16 nature / +4 mind Burst (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +21 (+2 eff.) Physical crit. chance: +39.0% Physical power: +21 (+2 eff.) Damage when hit (Melee): 26 temporal Changes stats: +10 Str Changes resistances: +6% nature / +26% temporal Changes resistances penetration: +20% mind / +19% darkness / +5% nature Changes damage: +21% nature / +21% physical Stamina when hit: +3.00 Massive two-handed swords. |
voratun greatsword 'Emonne' (237% power, 4 apr) voratun greatsword 'Emonne' (237% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 237% Range: 1.6x Uses stats: 112% Wil, 50% Mag Damage type: Blight Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 28% chance to inflict 15% damage reduction * 20% chance to disease * 45% chance to cause random gloom * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing Damage (Melee): +33 mind Burst (radius 1) on hit: +21 fire Burst (radius 2) on crit: +12 arcane When wielded/worn: Accuracy: +78 (+8 eff.) Armour penetration: +81 Physical crit. chance: +41.0% Physical power: +21 (+2 eff.) Defense: +42 (+6 eff.) Damage when hit (Melee): 4 temporal Changes stats: +10 Dex / +10 Wil / +10 Cun Changes resistances: +3% blight / +9% temporal / +6% arcane Changes resistances penetration: +5% blight / +30% temporal / +56% physical Changes damage: +3% blight / +31% physical / +3% arcane Critical mult.: +24.00% Disarm immunity: +119% Massive two-handed swords. |
Belarivea the Spidershine Belarivea the SpidershineRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 172% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 250% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 70% chance to corrode armour by 30% Travel speed: +800% Damage (Ranged): +23 cold When wielded/worn: Accuracy: +90 (+9 eff.) Physical crit. chance: +85.0% Physical power: +67 (+4 eff.) Ammo reloads per turn: +8 Changes stats: +34 Str / +12 Dex / +25 Mag / +1 Wil / +4 Cun / +1 Con Changes resistances: +6% acid Changes resistances penetration: +18% acid / +38% temporal / +119% physical Changes damage: +12% acid / +48% temporal / +6% nature / +33% cold / +23% arcane / +138% physical Grants telepathy: Dragon Talent mastery: +0.30 Chronomancy / Bow Threading Talents cooldown: Pin Down (-3 turns) Fragmentation Shot (-6 turns) Arrow Stitching (-1 turn) Life regen: +4.00 Spellpower: +23 (+2 eff.) See invisible: +9 Damage Shield penetration: +90% 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. |
Chaludin the Moldwire Chaludin the MoldwireRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 172% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 167% Firing range: +10 On weapon hit: * Slows global speed by 20% * 29% chance to corrode armour by 30% Travel speed: +400% Damage (Ranged): +53 nature / +29 fire Burst (radius 1) on hit: +2 nature / +8 fire Burst (radius 2) on crit: +6 nature / +4 fire When wielded/worn: Accuracy: +46 (+5 eff.) Physical crit. chance: +46.0% Physical power: +20 (+1 eff.) Changes stats: +11 Str / +12 Dex / +9 Con Changes resistances: +12% lightning / +6% nature / +15% all Changes resistances penetration: +18% acid / +27% physical / +18% nature Changes damage: +42% fire Talent mastery: +0.30 Wild-gift / Fungus Life regen: +4.00 It can be used to regenerate 366 life over 5 turns, putting all charms on cooldown for 18 turns. Longbows are used to shoot arrows at your foes. |
Eclipsestreak EclipsestreakRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 172% Range: 1.1x Uses stat: 50% Mag Damage type: Acid Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +21 cold / +54 fire Burst (radius 1) on hit: +6 acid When wielded/worn: Changes stats: +2 Str / +24 Dex / +2 Mag / +2 Con Changes resistances: +15% darkness Changes resistances penetration: +20% acid / +234% physical / +57% temporal Changes damage: +6% acid / +224% physical / +33% cold / +99% temporal / +60% fire Talent cooldown: Arrow Stitching (-3 turns) Infravision radius: +2 Damage Shield penetration: +84% Longbows are used to shoot arrows at your foes. |
Growthvein the dragonbone longbow Growthvein the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 172% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * Slows global speed by 40% Travel speed: +200% Damage (Ranged): +27 acid / +30 cold / +53 nature Burst (radius 1) on hit: +4 fire When wielded/worn: Accuracy: +44 (+4 eff.) Physical crit. chance: +32.0% Armour: +23 Changes stats: +12 Dex / +11 Con Changes resistances: +3% acid / +12% fire / +6% nature / +15% all Changes resistances penetration: +10% acid / +64% physical / +38% nature / +20% cold Changes damage: +44% acid / +66% physical / +6% nature Talent mastery: +0.30 Wild-gift / Fungus Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) It can be used to regenerate 366 life over 5 turns, putting all charms on cooldown for 18 turns. Longbows are used to shoot arrows at your foes. |
Neriseda NerisedaRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 172% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 55% chance to corrode armour by 30% Travel speed: +200% When wielded/worn: Accuracy: +46 (+5 eff.) Physical crit. chance: +34.0% Changes resistances: +3% temporal Changes resistances penetration: +46% acid / +84% physical / +20% mind / +10% arcane / +23% temporal Changes damage: +33% temporal / +98% physical Grants telepathy: Dragon Talent cooldown: Arrow Stitching (-1 turn) Life regen: +7.00 Psi when hit: +0.04 Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Longbows are used to shoot arrows at your foes. |
Sparkbloom the elven-wood longbow Sparkbloom the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 172% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 333% Firing range: +10 On weapon hit: * 75% chance to disease * 66% chance to daze at end of turn Travel speed: +1000% Damage (Ranged): +44 fire / +26 cold Burst (radius 2) on crit: +4 physical When wielded/worn: Accuracy: +84 (+8 eff.) Physical crit. chance: +69.0% Physical power: +65 (+4 eff.) Armour: +20 Changes stats: +33 Str / +7 Dex / +6 Mag / +7 Wil / +6 Cun / +24 Con Changes resistances penetration: +17% lightning / +20% fire / +30% physical / +20% cold Changes damage: +97% physical Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.60 Wild-gift / Fungus Talents cooldown: Fragmentation Shot (-4 turns) Pin Down (-2 turns) Physical save: +3 (+1 eff.) Maximum stamina: +10.00 Maximum hate: +4.00 Maximum psi: +10.00 Mental crit. chance: +1% Global speed: +8% It can be used to regenerate 1124 life over 5 turns, putting all charms on cooldown for 18 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. flaming stralite longsword of corruption (202% power, 5 apr)flaming stralite longsword of corruption (202% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 202% Range: 1.4x Uses stats: 94% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13% chance to inflict 15% damage reduction * 20% chance to curse the target Burst (radius 1) on hit: +17 fire Sharp, long, and deadly. |
voratun longsword 'Duathelvengeance' (238% power, 6 apr) voratun longsword 'Duathelvengeance' (238% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 239% Range: 1.4x Uses stats: 94% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 55% chance to corrode armour by 30% * 40% chance to gain 10% of a turn (3/turn limit) * 25% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * splashes the target with acid * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * cripple the target Damage (Melee): +55 insidious poison / +20 acid / +4 temporal / +25 mind Burst (radius 1) on hit: +12 darkness / +12 temporal When wielded/worn: Accuracy: +30 (+3 eff.) Armour penetration: +25 Physical crit. chance: +102.0% Physical power: +67 (+4 eff.) Damage when hit (Melee): 4 darkness Changes stats: +7 Str / +1 Dex / +7 Mag / +5 Wil / +7 Cun / +7 Con Changes resistances: +8% all Changes resistances penetration: +25% acid / +29% physical / +13% nature / +15% darkness Changes damage: +6% temporal / +15% physical Critical mult.: +20.00% Disarm immunity: +35% Life regen: +4.90 Stamina when hit: +2.50 Infravision radius: +4 See invisible: +12 Sharp, long, and deadly. |
Lisyda the Pyrevengeance (117% power, 40 apr, mind damage) Lisyda the Pyrevengeance (117% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural lightning should be returned to the wyrm. This mindstar projects psionic energy if enough is absorbed. This mindstar will resonate with other psionic mindstars. This natural mindstar summons a caller. This parasitic mindstar will draw strength from other psionic mindstars. This natural venom should be returned to the wyrm. The natural wyrm seeks an element. Power: 117% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% * Slows global speed by 20% * 60% chance to disease Damage (Melee): +12 temporal Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +3 Armour: +4 Damage when hit (Melee): 45 acid / 14 physical / 20 darkness / 28 lightning / 10 cold / 14 mind / 14 fire Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +3 Con Changes resistances: +48% acid / +9% physical / +10% cold / +8% fire / +9% mind / +25% lightning Changes resistances penetration: +32% acid / +10% mind / +20% lightning Changes damage: +40% acid / +6% physical / +20% darkness / +25% cold / +25% fire / +52% mind / +37% lightning Talent masteries: +0.20 Psionic / Focus +0.40 Cursed / Dark sustenance +0.40 Psionic / Voracity +0.20 Psionic / Projection Critical mult.: +3.00% Physical save: +19 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Blindness immunity: +0% Stun/Freeze immunity: +0% Life regen: +4.00 Stamina each turn: +0.20 Psi each turn: +0.00 Equilibrium when hit: +2.40 Psi when hit: +2.50 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +0.00 Hate per kill: +10.00 Psi per kill: +10.00 Maximum hate: +25.00 Mindpower: +39 (+6 eff.) Mental crit. chance: +17% Life leech chance: +25% Life leech: +20% Damage Resonance (when hit): +25% It can be used to inflict 494.56 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Morningwither the living mindstar (114% power, 43 apr, mind damage) Morningwither the living mindstar (114% power, 43 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This mindstar will resonate with other psionic mindstars. This mindstar projects psionic energy if enough is absorbed. This natural mindstar summons a caller. This psionic mindstar dreams of an epiphany. This natural frost should be returned to the wyrm. This natural sand should be returned to the wyrm. The natural wyrm seeks an element. Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +43 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +8 light / +8 physical When wielded/worn: Armour penetration: +4 Armour: +13 Defense: +15 (+2 eff.) Ranged Defense: +15 (+3 eff.) Damage when hit (Melee): 9 lightning / 24 physical / 10 darkness / 9 acid / 10 fire / 10 cold / 10 mind / 16 ice Changes stats: +3 Dex / +8 Wil Changes resistances: +10% lightning / +30% physical / +28% cold / +9% fire / +24% mind / +10% acid Changes resistances penetration: +10% light / +20% cold / +8% mind / +27% physical Changes damage: +42% lightning / +20% physical / +10% darkness / +69% cold / +59% mind / +49% fire Talent masteries: +0.40 Psionic / Focus +0.40 Psionic / Projection +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Critical mult.: +6.00% Physical save: +35 (+4 eff.) Spell save: +18 (+3 eff.) Mental save: +30 (+4 eff.) Life regen: +2.40 Psi each turn: +0.00 Equilibrium when hit: +3.80 Psi when hit: +2.50 Hate per kill: +5.00 Psi per kill: +4.00 Maximum life: +44.00 Maximum psi: +45.00 Mindpower: +41 (+6 eff.) Mental crit. chance: +26% Damage Resonance (when hit): +21% It can be used to inflict 441.76 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nerariana the Galestoker (114% power, 40 apr, nature damage) Nerariana the Galestoker (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This harmonious mindstar will complement other natural mindstars. This natural frost should be returned to the wyrm. This psionic mindstar dreams of an epiphany. This natural sand should be returned to the wyrm. The natural wyrm seeks an element. This psionic mindstar has an epiphany about dreams. This natural mindstar summons a caller. This natural mindstar calls for a summoner. This parasitic mindstar will draw strength from other psionic mindstars. This natural venom should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% * Slows global speed by 20% * 77% chance to daze at end of turn Damage (Melee): +8 arcane Burst (radius 2) on crit: +12 temporal When wielded/worn: Armour: +18 Damage when hit (Melee): 10 lightning / 10 darkness / 9 fire / 36 ice / 65 physical / 29 acid / 10 cold / 10 mind / 16 arcane Changes stats: +7 Cun Changes resistances: +29% acid / +61% physical / +7% fire / +25% mind / +10% blight / +50% cold / +10% nature / +13% lightning Changes resistances penetration: +5% temporal / +15% darkness / +10% fire / +10% nature / +30% acid / +61% physical / +45% cold / +15% arcane / +15% mind Changes damage: +6% lightning / +34% darkness / +15% fire / +20% nature / +29% acid / +75% physical / +6% blight / +52% cold / +58% mind Talent masteries: +0.20 Wild-gift / Harmony +0.20 Cursed / Dark sustenance +0.20 Psionic / Voracity Critical mult.: +25.00% Mental save: +10 (+1 eff.) Disease immunity: +23% Life regen: +5.50 Equilibrium when hit: +2.50 Hate when firing a critical mind attack: +6.00 Hate per kill: +5.00 Psi per kill: +5.00 Maximum life: +97.00 Maximum hate: +25.00 Maximum psi: +37.00 Mindpower: +38 (+6 eff.) Mental crit. chance: +17% Life leech chance: +22% Life leech: +22% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to inflict 445.28 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Starquick (113% power, 40 apr, mind damage) Starquick (113% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. This psionic mindstar dreams of an epiphany. This natural fire should be returned to the wyrm. The natural wyrm seeks an element. This mindstar projects psionic energy if enough is absorbed. This mindstar will resonate with other psionic mindstars. This natural lightning should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. This psionic mindstar is wrathful to the hated. This mindstar absorbs psionic energy that needs to be projected. Power: 113% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 light When wielded/worn: Armour: +29 Damage when hit (Melee): 60 ice / 10 physical / 24 lightning / 29 fire / 9 acid / 10 cold Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +19 Cun / +4 Con Changes resistances: +58% lightning / +10% physical / +6% light / +9% acid / +41% fire / +68% mind / +92% cold Changes resistances penetration: +50% lightning / +12% fire / +18% mind / +53% cold Changes damage: +19% acid / +66% lightning / +6% nature / +83% cold / +17% mind / +45% fire Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Absorption +0.10 Psionic / Voracity +0.20 Psionic / Projection Critical mult.: +50.00% Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +26 (+4 eff.) Equilibrium when hit: +7.10 Psi when hit: +5.00 Hate when firing a critical mind attack: +23.00 Psi when firing a critical mind attack: +12.00 Maximum hate: +49.00 Maximum psi: +100.00 Mindpower: +22 (+3 eff.) Mental crit. chance: +30% Light radius: +5 Global speed: +6% Heals friendly targets nearby when you use a nature summon: +20 Life leech chance: +49% Life leech: +47% Damage Resonance (when hit): +43% 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. |
Strikestreaker (114% power, 40 apr, mind damage) Strikestreaker (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This harmonious mindstar will complement other natural mindstars. This natural frost should be returned to the wyrm. This natural venom should be returned to the wyrm. The natural wyrm seeks an element. This mindstar projects psionic energy if enough is absorbed. This mindstar will resonate with other psionic mindstars. This natural mindstar calls for a summoner. This natural lightning should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 6% chance to corrode armour by 30% Burst (radius 2) on crit: +16 lightning When wielded/worn: Armour: +10 Defense: +9 (+1 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 35 lightning / 20 physical / 10 darkness / 36 acid / 20 fire / 20 cold / 8 mind / 18 ice Changes stats: +2 Str / +3 Dex / +3 Mag / +11 Wil / +4 Cun / +4 Con Changes resistances: +65% lightning / +20% physical / +64% cold / +10% mind / +7% blight / +42% fire / +19% nature / +36% acid Changes resistances penetration: +28% acid / +10% physical / +32% darkness / +24% lightning / +19% nature / +8% fire / +40% mind / +29% cold Changes damage: +42% acid / +15% physical / +60% darkness / +39% lightning / +29% nature / +37% fire / +68% mind / +55% cold Talent masteries: +0.40 Wild-gift / Harmony +0.20 Psionic / Projection +0.20 Psionic / Absorption +0.20 Psionic / Voracity +0.20 Psionic / Focus Reduces incoming crit damage: 15.00% Physical save: +28 (+4 eff.) Spell save: +50 (+7 eff.) Mental save: +27 (+4 eff.) Blindness immunity: +15% Disease immunity: +38% Disarm immunity: +15% Stun/Freeze immunity: +15% Life regen: +1.80 Equilibrium when hit: +10.20 Psi when hit: +2.40 Only die when reaching: -40.00 life Maximum psi: +49.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +24% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Veleth the living mindstar (114% power, 40 apr, mind damage) Veleth the living mindstar (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This mindstar projects psionic energy if enough is absorbed. This natural mindstar summons a caller. This psionic mindstar is wrathful to the hated. This natural fire should be returned to the wyrm. The natural wyrm seeks an element. Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +26.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 30% chance to corrode armour by 30% Burst (radius 1) on hit: +12 blight When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 7 lightning / 7 physical / 10 darkness / 7 acid / 10 cold / 10 mind / 29 fire Changes stats: +4 Str / +2 Dex / +3 Mag / +8 Wil / +8 Cun Changes resistances: +10% lightning / +9% physical / +30% fire / +10% cold / +10% acid Changes resistances penetration: +10% blight / +18% fire / +10% mind Changes damage: +25% lightning / +9% darkness / +43% fire / +52% mind / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Critical mult.: +21.00% Physical save: +19 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Equilibrium when hit: +2.20 Psi when hit: +0.16 Hate when firing a critical mind attack: +12.00 Psi when firing a critical mind attack: +12.00 Maximum psi: +40.00 Mindpower: +55 (+8 eff.) Mental crit. chance: +50% Infravision radius: +4 Global speed: +6% Heals friendly targets nearby when you use a nature summon: +20 It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Kilndeath' (114% power, 40 apr, mind damage) living mindstar 'Kilndeath' (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This mindstar projects psionic energy if enough is absorbed. This natural frost should be returned to the wyrm. This natural mindstar calls for a summoner. This parasitic mindstar will draw strength from other psionic mindstars. This mindstar absorbs psionic energy that needs to be projected. Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +8 fire When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice Changes stats: +2 Mag / +9 Wil / +8 Cun Changes resistances: +46% lightning / +51% fire / +10% nature / +67% cold Changes resistances penetration: +10% acid / +10% physical / +10% arcane / +8% fire / +10% nature / +30% cold Changes damage: +25% lightning / +15% physical / +51% cold / +9% blight / +38% fire / +10% nature / +15% acid Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection +0.10 Wild-gift / Harmony +0.40 Psionic / Absorption +0.80 Psionic / Voracity +0.30 Cursed / Dark sustenance Critical mult.: +25.00% Physical save: +26 (+3 eff.) Spell save: +20 (+3 eff.) Mental save: +20 (+3 eff.) Equilibrium when hit: +7.50 Spellpower on spell critical (stacks up to 3 times): +8 Hate when firing a critical mind attack: +5.00 Hate per kill: +9.00 Psi per kill: +10.00 Maximum hate: +22.00 Maximum vim: +20.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +25% Life leech: +25% Damage Shield penetration: +50% It can be used to inflict 503.36 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Porath' (117% power, 40 apr, mind damage) living mindstar 'Porath' (117% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This mindstar projects psionic energy if enough is absorbed. This mindstar will resonate with other psionic mindstars. This parasitic mindstar will draw strength from other psionic mindstars. This natural venom should be returned to the wyrm. This natural frost should be returned to the wyrm. Power: 117% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 mind When wielded/worn: Armour: +9 Damage when hit (Melee): 20 acid / 20 ice / 16 blight Changes stats: +3 Cun / +4 Wil Changes resistances: +20% acid / +16% cold / +10% mind / +9% blight Changes resistances penetration: +18% acid / +13% cold / +10% mind Changes damage: +14% acid / +25% lightning / +10% nature / +6% blight / +25% fire / +65% mind / +43% cold Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Dark sustenance +0.20 Psionic / Voracity +0.20 Psionic / Projection Mental save: +20 (+3 eff.) Disease immunity: +25% Life regen: +5.60 Psi when hit: +2.50 Hate when firing a critical mind attack: +6.00 Hate per kill: +5.00 Psi per kill: +5.00 Maximum life: +100.00 Maximum hate: +20.00 Maximum psi: +50.00 Mindpower: +35 (+5 eff.) Mental crit. chance: +18% Life leech chance: +25% Life leech: +25% Damage Resonance (when hit): +25% It can be used to inflict 445.28 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
reinforced leather sling 'Glintroar' reinforced leather sling 'Glintroar'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Power: 172% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 200% Firing range: +10 When this weapon hits: Arcane Vortex (20% chance level 6). When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Damage (Ranged): +36 lightning / +17 cold Burst (radius 2) on crit: +6 physical When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +14.0% Physical power: +4 (+0 eff.) Armour: +6 Changes stats: +2 Str / +5 Dex / +12 Mag Changes resistances: +3% lightning / +3% nature / +3% cold / +6% mind / +7% arcane Changes resistances penetration: +40% physical Changes damage: +28% lightning / +16% cold / +26% arcane / +20% physical Cut immunity: +15% Spellpower: +26 (+2 eff.) Light radius: +1 Damage Shield penetration: +50% Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling 'Jetking' reinforced leather sling 'Jetking'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Power: 172% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +200% Damage (Ranged): +21 lightning / +17 fire / +29 nature Burst (radius 1) on hit: +2 darkness When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +1 Physical crit. chance: +8.0% Physical power: +13 (+1 eff.) Ammo reloads per turn: +5 Changes stats: +5 Str / +7 Dex / +11 Mag / +2 Wil / +9 Cun Changes resistances: +1% physical / +9% all Changes resistances penetration: +9% temporal / +13% nature / +61% physical Changes damage: +20% lightning / +63% physical / +20% fire / +13% arcane / +9% temporal Grants telepathy: Humanoid/Orc Talent mastery: +0.20 Chronomancy / Bow Threading Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Maximum life: +30.00 Spellpower: +13 (+1 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Aereda the dragonbone starstaff (199% power, 6 apr, physical element) Aereda the dragonbone starstaff (199% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 199% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +3.8% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 mind When wielded/worn: Accuracy: +44 (+4 eff.) Physical crit. chance: +73.0% Physical power: +45 (+3 eff.) Armour: +8 Defense: +22 (+3 eff.) Effects on melee hit: * 17% chance to blind Damage when hit (Melee): 8 blight Changes stats: +8 Mag / +6 Wil / +7 Con Changes resistances: +9% temporal Maximum wards: +2 physical / +2 temporal / +2 light / +2 darkness Changes resistances penetration: +15% temporal / +15% darkness / +15% physical / +15% mind / +15% light Changes damage: +30% physical / +30% temporal / +30% light / +30% darkness Talents granted: +5 Ward +1 Command Staff Critical mult.: +102.00% Reduces incoming crit damage: 15.00% Physical save: +58 (+7 eff.) Spell save: +30 (+5 eff.) Mental save: +29 (+4 eff.) Cut immunity: +15% Disarm immunity: +15% Knockback immunity: +15% Life regen: +2.00 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +22 Maximum mana: +110.00 Spellpower: +81 (+7 eff.) Spell crit. chance: +47% Light radius: +5 Healing mod.: +30% It can be used to conjure elemental energy in a radius 10 cone, dealing 1247.55 to 1497.06 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Balutorig the Brighthash (194% power, 5 apr, lightning element) Balutorig the Brighthash (194% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 195% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 arcane Burst (radius 2) on crit: +12 mind When wielded/worn: Physical crit. chance: +52.0% Armour: +11 Defense: +23 (+3 eff.) Effects on melee hit: * 12% chance to disease * 17% chance to blind Damage (Melee): 31 fire Changes stats: +18 Mag / +16 Cun / +25 Con Changes resistances: +12% lightning / +13% temporal / +13% darkness / +12% fire / +18% blight / +12% cold / +12% arcane / +3% mind Maximum wards: +3 lightning / +3 cold / +3 arcane / +3 fire Changes resistances penetration: +12% lightning / +10% mind / +12% cold / +12% arcane / +12% fire Changes damage: +25% lightning / +25% fire / +9% blight / +25% cold / +6% mind / +25% arcane Talents granted: +5 Ward +1 Command Staff Critical mult.: +156.00% Life regen: +1.40 Mana each turn: +1.57 Vim when firing critical spell: +19.00 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +172.00 Maximum vim: +108.00 Maximum neg.energy: +88.00 Spellpower: +94 (+8 eff.) Spell crit. chance: +4% Light radius: +5 See invisible: +17 Healing mod.: +26% Defense after a teleport: +27 Resist all after a teleport: +21% New effects duration reduction after a teleport: +22% Reduces paradox anomalies(equivalent to willpower): +22 It can be used to conjure elemental energy in a radius 8 cone, dealing 1219.87 to 1463.85 lightning damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Barkguile (199% power, 6 apr, physical element) Barkguile (199% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 199% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +3.8% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% Damage (Melee): +16 fire / +12 arcane Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +39 (+4 eff.) Physical crit. chance: +75.0% Physical power: +45 (+3 eff.) Armour: +12 Defense: +25 (+3 eff.) Effects on melee hit: * Slows global speed by 15% * 35% chance to blind Damage (Melee): 34 fire Damage when hit (Melee): 12 fire Changes stats: +10 Mag / +4 Cun / +34 Con Changes resistances: +15% physical / +30% temporal / +15% darkness / +15% light Maximum wards: +3 physical / +3 temporal / +3 darkness / +3 light Changes resistances penetration: +15% fire Changes damage: +30% physical / +30% temporal / +30% darkness / +30% light Talents granted: +5 Ward +1 Command Staff Critical mult.: +152.00% Life regen: +7.80 Mana each turn: +0.31 Vim when firing critical spell: +8.00 Maximum mana: +98.00 Maximum vim: +50.00 Maximum neg.energy: +46.00 Spellpower: +122 (+10 eff.) Spell crit. chance: +45% Light radius: +5 See invisible: +12 Healing mod.: +119% Defense after a teleport: +35 Resist all after a teleport: +23% New effects duration reduction after a teleport: +37% Reduces paradox anomalies(equivalent to willpower): +25 It can be used to unleash an elemental blastwave, dealing 1247.55 to 1497.06 physical damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
Bregytir the dragonbone magestaff (202% power, 6 apr, physical element) Bregytir the dragonbone magestaff (202% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 202% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +8 physical When wielded/worn: Physical crit. chance: +15.0% Armour: +21 Defense: +20 (+3 eff.) Damage (Melee): 66 fire Damage when hit (Melee): 12 arcane Changes stats: +2 Dex / +3 Con Changes resistances: +7% arcane / +17% physical Maximum wards: +5 physical Changes damage: +34% physical Talents granted: +10 Ward +1 Command Staff Critical mult.: +88.00% Stamina each turn: +0.40 Mana each turn: +0.80 Spellpower on spell critical (stacks up to 3 times): +20 Only die when reaching: -60.00 life Spellpower: +89 (+8 eff.) Spell crit. chance: +20% See invisible: +40 It can be used to conjure elemental energy in a radius 10 cone, dealing 1269.15 to 1522.98 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Flashmark (198% power, 5 apr, physical element) Flashmark (198% power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 198% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 physical Burst (radius 1) on hit: +4 fire / +12 physical When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +84.0% Physical power: +13 (+1 eff.) Armour: +10 Defense: +11 (+1 eff.) Damage (Melee): 39 arcane / 31 fire Changes stats: +4 Dex / +5 Mag / +5 Wil / +14 Con Maximum wards: +3 physical / +3 temporal / +3 light / +3 darkness Changes damage: +29% physical / +29% temporal / +29% light / +29% darkness Talents granted: +4 Ward +1 Command Staff Critical mult.: +133.00% Physical save: +9 (+1 eff.) Life regen: +3.40 Mana each turn: +0.29 Equilibrium when hit: +0.24 Spellpower on spell critical (stacks up to 3 times): +28 Maximum life: +40.00 Maximum mana: +170.00 Spellpower: +103 (+9 eff.) Spell crit. chance: +8% See invisible: +11 Healing mod.: +52% It can be used to conjure elemental energy in a radius 8 cone, dealing 1242.08 to 1490.49 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Ivayalaith the dragonbone vilestaff (199% power, 6 apr, acid element) Ivayalaith the dragonbone vilestaff (199% power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 199% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Physical crit. chance: +23.0% Armour: +28 Armour Hardiness: +12% Defense: +68 (+9 eff.) Effects on melee hit: * 20% chance to blind Damage (Melee): 31 fire / 45 arcane / 23 % chance of confusion Changes stats: +22 Mag / +12 Wil / +10 Cun / +9 Con Changes resistances: +6% lightning / +15% temporal / +30% darkness / +30% acid / +30% blight / +30% fire / +6% nature / +6% mind Maximum wards: +2 blight / +2 fire / +2 darkness / +2 acid Changes resistances penetration: +15% acid / +15% darkness / +15% blight / +15% fire / +20% mind Changes damage: +39% acid / +30% fire / +30% darkness / +30% blight Talents granted: +5 Ward +1 Command Staff Critical mult.: +86.00% Reduces incoming crit damage: 10.00% Physical save: +10 (+2 eff.) Mental save: +20 (+3 eff.) Disease immunity: +15% Cut immunity: +10% Disarm immunity: +10% Knockback immunity: +30% Mana each turn: +0.26 Vim when firing critical spell: +8.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +437.00 Maximum vim: +48.00 Maximum neg.energy: +50.00 Spellpower: +118 (+10 eff.) Spell crit. chance: +32% Mental crit. chance: +9% Light radius: +5 See invisible: +20 Damage Shield penetration: +86% Defense after a teleport: +35 Resist all after a teleport: +25% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +22 It can be used to conjure elemental energy in a radius 10 cone, dealing 1247.55 to 1497.06 acid damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Manidir the elven-wood magestaff (203% power, 5 apr, physical element) Manidir the elven-wood magestaff (203% power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 203% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +32.0% Physical power: +13 (+1 eff.) Defense: +14 (+2 eff.) Ranged Defense: +14 (+2 eff.) Effects on melee hit: * 16% chance to disease Damage (Melee): 66 arcane / 31 fire Changes stats: +5 Str / +2 Mag Changes resistances: +35% temporal / +40% physical / +35% light / +35% darkness Changes damage: +35% physical / +35% temporal / +35% light / +35% darkness Talent granted: +1 Command Staff Critical mult.: +48.00% Mana each turn: +0.34 Mana when firing critical spell: +4.00 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +18 Maximum life: +20.00 Maximum mana: +277.00 Maximum stamina: +5.00 Maximum vim: +34.00 Spellpower: +103 (+9 eff.) Spell crit. chance: +8% See invisible: +17 It can be used to conjure elemental energy in a radius 8 cone, dealing 1274.48 to 1529.38 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Murkdream the dragonbone starstaff (199% power, 6 apr, physical element) Murkdream the dragonbone starstaff (199% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 199% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +8 blight / +20 arcane / +4 darkness Burst (radius 2) on crit: +16 darkness When wielded/worn: Accuracy: +30 (+3 eff.) Physical crit. chance: +103.0% Physical power: +29 (+2 eff.) Effects on melee hit: * 20% chance to disease * 15% chance to corrode armour by 30% Damage (Melee): 90 arcane / 35 fire Damage when hit (Melee): 4 arcane Changes stats: +11 Mag / +10 Cun / +17 Con Changes resistances: +15% physical / +28% temporal / +29% darkness / +15% light Changes resistances penetration: +5% darkness / +5% blight Changes damage: +9% acid / +30% temporal / +30% light / +30% physical / +30% darkness Talent granted: +1 Command Staff Critical mult.: +176.00% Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Life regen: +2.00 Mana when firing critical spell: +4.00 Vim when firing critical spell: +13.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +217.00 Maximum vim: +90.00 Maximum neg.energy: +50.00 Spellpower: +89 (+8 eff.) Spell crit. chance: +23% See invisible: +20 Healing mod.: +30% Defense after a teleport: +57 Resist all after a teleport: +38% New effects duration reduction after a teleport: +80% Reduces paradox anomalies(equivalent to willpower): +49 It can be used to conjure elemental energy in a radius 10 cone, dealing 1247.55 to 1497.06 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Radhohir the Noonlady (199% power, 6 apr, physical element) Radhohir the Noonlady (199% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 199% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 light Burst (radius 1) on hit: +8 nature / +8 fire When wielded/worn: Physical crit. chance: +27.0% Armour: +29 Armour Hardiness: +11% Defense: +44 (+6 eff.) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 35 fire / 36 arcane / 12 % chance of confusion Damage when hit (Melee): 32 light Changes stats: +22 Mag / +11 Wil / +8 Cun / +9 Con Changes resistances: +9% blight / +15% temporal / +9% darkness / +6% nature Maximum wards: +5 physical / +5 temporal / +5 light / +5 darkness Changes resistances penetration: +20% blight / +25% fire / +20% light Changes damage: +30% physical / +30% temporal / +36% light / +30% darkness Talents granted: +8 Ward +1 Command Staff Critical mult.: +83.00% Physical save: +12 (+2 eff.) Vim when firing critical spell: +8.00 Maximum mana: +307.00 Maximum vim: +47.00 Maximum neg.energy: +50.00 Spellpower: +90 (+8 eff.) Spell crit. chance: +30% See invisible: +15 Damage Shield penetration: +50% Defense after a teleport: +35 Resist all after a teleport: +25% New effects duration reduction after a teleport: +38% Reduces paradox anomalies(equivalent to willpower): +25 It can be used to unleash an elemental blastwave, dealing 1247.55 to 1497.06 physical damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
Sameharagodil the Nimbusknave (206% power, 6 apr, physical element) Sameharagodil the Nimbusknave (206% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 207% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +14.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +8 lightning Burst (radius 1) on hit: +8 arcane When wielded/worn: Physical crit. chance: +29.0% Armour: +6 Defense: +25 (+3 eff.) Effects on melee hit: * 19% chance to disease Damage (Melee): 35 fire / 45 arcane / 12 % chance of confusion Changes stats: +4 Str / +15 Mag / +7 Wil / +10 Cun / +9 Con Changes resistances: +20% physical / +20% temporal / +20% light / +20% darkness Changes resistances penetration: +20% physical / +20% temporal / +20% light / +20% darkness Changes damage: +39% physical / +39% temporal / +39% light / +39% darkness Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +83.00% Physical save: +3 (+1 eff.) Mana each turn: +0.40 Vim when firing critical spell: +14.00 Spellpower on spell critical (stacks up to 3 times): +12 Only die when reaching: -100.00 life Maximum mana: +265.00 Maximum vim: +81.00 Maximum neg.energy: +50.00 Spellpower: +84 (+7 eff.) Spell crit. chance: +5% See invisible: +20 Damage Shield penetration: +43% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Branorand' (202% power, 6 apr, physical element) dragonbone magestaff 'Branorand' (202% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 202% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 arcane When wielded/worn: Physical crit. chance: +2.0% Physical power: +8 (+1 eff.) Armour: +4 Defense: +19 (+2 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 20% chance to disease * 20% chance to blind Damage (Melee): 35 fire Changes resistances penetration: +17% physical Changes damage: +49% physical Talent granted: +1 Command Staff Critical mult.: +40.00% Physical save: +9 (+1 eff.) Vim when firing critical spell: +4.00 Maximum vim: +39.00 Spellpower: +59 (+5 eff.) Spell crit. chance: +5% Light radius: +5 See invisible: +12 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 711.91 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Toxinstoker' (199% power, 6 apr, physical element) dragonbone vilestaff 'Toxinstoker' (199% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 199% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +3.8% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 40% chance to blind Damage (Melee): +4 nature Burst (radius 1) on hit: +16 nature / +8 light Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +41 (+4 eff.) Physical crit. chance: +56.0% Physical power: +42 (+3 eff.) Armour: +11 Defense: +27 (+4 eff.) Effects on melee hit: * 19% chance to blind * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 35 fire Damage when hit (Melee): 12 temporal Changes stats: +6 Mag / +5 Wil Changes resistances: +30% physical / +3% temporal Maximum wards: +3 physical Changes resistances penetration: +10% darkness Changes damage: +30% physical Talents granted: +4 Ward +1 Command Staff Critical mult.: +109.00% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +22 Maximum mana: +110.00 Spellpower: +95 (+8 eff.) Spell crit. chance: +33% Light radius: +5 See invisible: +20 Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +24% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 1247.55 to 1497.06 physical damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm magestaff 'Gilastir' (188% power, 2 apr, lightning element)elm magestaff 'Gilastir' (188% power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 Power: 189% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +3 Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Armour: +12 Defense: +8 (+1 eff.) Damage (Melee): 38 fire Changes stats: +2 Mag / +2 Wil Changes resistances: +18% lightning / +7% temporal / +7% darkness / +4% physical / +18% cold / +18% arcane / +18% fire Maximum wards: +3 lightning / +3 cold / +3 arcane / +3 fire Changes resistances penetration: +18% lightning / +18% cold / +18% arcane / +18% fire Changes damage: +18% lightning / +18% cold / +18% arcane / +18% fire Talents granted: +2 Ward +1 Command Staff Critical mult.: +47.00% Reduces incoming crit damage: 10.00% Mental save: +6 (+1 eff.) Disarm immunity: +5% Life regen: +0.40 Mana each turn: +0.46 Maximum mana: +30.00 Maximum stamina: +5.00 Spellpower: +76 (+6 eff.) Spell crit. chance: +27% See invisible: +16 Defense after a teleport: +26 Resist all after a teleport: +24% New effects duration reduction after a teleport: +32% Reduces paradox anomalies(equivalent to willpower): +13 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
Cleansetyphoon the stralite steamsaw (200% power, 19 apr) Cleansetyphoon the stralite steamsaw (200% power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 200% Range: 1.5x Uses stats: 94% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +74 On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * cripple the target Attacks use: 1.0 Steam When wielded/worn: Accuracy: +26 (+3 eff.) Armour penetration: +13 Physical crit. chance: +38.0% Physical power: +13 (+1 eff.) Armour: +15 Defense: +20 (+3 eff.) Fatigue: +10% Damage (Melee): 9 fire Effects when hit in melee: * 18% chance to corrode armour by 30% * 34% chance to blind Damage when hit (Melee): 17 fire / 16 nature / 16 temporal Changes stats: +6 Str / +5 Mag / +5 Wil / +18 Con Changes resistances: +3% temporal / +31% light / +27% fire / +18% nature / +18% acid / +18% physical / +18% blight / +7% arcane / +13% darkness Changes resistances penetration: +13% physical Changes damage: +6% blight / +24% physical Talent granted: +2 Block Physical save: +13 (+2 eff.) Spell save: +9 (+1 eff.) Disarm immunity: +44% Stamina when hit: +2.10 Maximum life: +96.00 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Demonmaster the stralite steamsaw (206% power, 19 apr) Demonmaster the stralite steamsaw (206% power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 207% Range: 1.5x Uses stats: 94% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +6.0% Attack speed: 125% Block value: +65 On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing Damage (Melee): +17 nature / +17 temporal Attacks use: 1.0 Steam When wielded/worn: Accuracy: +35 (+3 eff.) Armour penetration: +15 Physical crit. chance: +13.0% Physical power: +17 (+1 eff.) Armour: +5 Defense: +8 (+1 eff.) Fatigue: +10% Damage (Melee): 9 lightning Effects when hit in melee: * 36% chance to corrode armour by 30% * 96% chance to blind Damage when hit (Melee): 26 lightning Changes stats: +12 Dex / +21 Mag / +6 Wil / +33 Con Changes resistances: +36% acid / +3% physical / +16% darkness / +27% lightning / +71% light Changes resistances penetration: +13% physical Changes damage: +3% lightning / +12% darkness / +15% mind Talent granted: +2 Block Maximum hate: +4.00 Spellpower: +10 (+1 eff.) Mindpower: +4 (+1 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Falaruindur the voratun steamsaw (208% power, 25 apr) Falaruindur the voratun steamsaw (208% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 208% Range: 1.5x Uses stats: 94% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +100 On weapon hit: * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * cripple the target Attacks use: 1.0 Steam When wielded/worn: Accuracy: +28 (+3 eff.) Armour penetration: +30 Physical crit. chance: +46.0% Physical power: +49 (+3 eff.) Armour: +19 Armour Hardiness: +10% Defense: +22 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 19% chance to daze at end of turn Damage when hit (Melee): 40 fire Changes stats: +13 Str / +6 Dex / +13 Con Changes resistances: +104% lightning / +24% physical / +15% light / +49% fire / +56% cold / +14% darkness Changes resistances penetration: +45% physical / +15% mind / +15% darkness Changes damage: +6% acid / +27% physical / +6% blight Talent granted: +3 Block Critical mult.: +17.00% Physical save: +12 (+2 eff.) Disarm immunity: +60% Life regen: +0.60 Mana each turn: +0.12 Stamina when hit: +2.50 Maximum life: +30.00 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Firewolf (205% power, 25 apr) Firewolf (205% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 206% Range: 1.5x Uses stats: 94% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +105 On weapon hit: * 20% chance to inflict 15% damage reduction * 19% chance to disease * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +30 blight Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +15 Physical crit. chance: +29.0% Physical power: +14 (+1 eff.) Armour: +16 Defense: +10 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 12 fire / 4 arcane / 20 temporal Changes stats: +7 Mag / +6 Wil / +3 Cun / +9 Con Changes resistances: +27% lightning / +16% temporal / +19% light / +5% arcane / +28% fire / +15% mind / +20% darkness Maximum wards: +6 lightning / +6 temporal / +6 blight / +5 fire / +6 cold Changes resistances penetration: +15% fire / +15% physical Changes damage: +3% mind Talents granted: +1 Ward +3 Block Critical mult.: +20.00% Physical save: +15 (+2 eff.) Mental save: +20 (+3 eff.) Disarm immunity: +35% Maximum psi: +10.00 Spellpower: +15 (+1 eff.) Mental crit. chance: +2% Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 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 (893) is absorbed, or the time runs out (8 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 46%. The shield's max absorption will increase with your Spellpower. Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Glorerann the Corruptionwedge (219% power, 25 apr) Glorerann the Corruptionwedge (219% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 220% Range: 1.5x Uses stats: 94% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +102 On weapon hit: * 40% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +33 temporal / +34 nature / +4 mind Burst (radius 1) on hit: +12 blight Attacks use: 1.0 Steam When wielded/worn: Accuracy: +39 (+4 eff.) Armour penetration: +41 Physical power: +30 (+2 eff.) Armour: +6 Defense: +10 (+1 eff.) Fatigue: +12% Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * 28% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 13 nature / 40 fire Changes stats: +6 Str / +12 Con Changes resistances: +35% blight / +20% temporal / +20% nature / +50% fire Changes resistances penetration: +15% nature / +69% physical Changes damage: +6% mind Talent granted: +3 Block Disarm immunity: +70% Maximum life: +110.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Gloronn the Stormroar (200% power, 14 apr) Gloronn the Stormroar (200% power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Power: 200% Range: 1.5x Uses stats: 94% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 On weapon hit: * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid Damage (Melee): +14 acid / +17 cold / +6 darkness Burst (radius 1) on hit: +14 fire Damage against: +12% Living Attacks use: 1.0 Steam When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +33 Physical crit. chance: +16.0% Physical power: +8 (+1 eff.) Armour: +22 Defense: +15 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 16% chance to daze at end of turn Damage when hit (Melee): 82 fire Changes stats: +9 Str / +4 Dex / +12 Con Changes resistances: +16% lightning / +5% physical / +47% fire / +22% mind / +24% cold Changes resistances penetration: +22% physical Changes damage: +6% lightning / +11% physical Talent granted: +2 Block Critical mult.: +15.00% Physical save: +42 (+5 eff.) Mental save: +3 (+0 eff.) Blindness immunity: +20% Poison immunity: +20% Silence immunity: +5% Knockback immunity: +20% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Hodin the Satyrdare (194% power, 8 apr) Hodin the Satyrdare (194% power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Power: 194% Range: 1.5x Uses stats: 94% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +24 On weapon hit: * 17% chance to corrode armour by 30% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +30 insidious poison / +4 arcane / +11 nature / +11 temporal Burst (radius 2) on crit: +11 fire Attacks use: 1.0 Steam When wielded/worn: Accuracy: +18 (+2 eff.) Armour penetration: +36 Physical crit. chance: +9.0% Armour: +3 Defense: +21 (+3 eff.) Fatigue: +6% Damage when hit (Melee): 12 arcane Changes resistances: +14% physical Changes resistances penetration: +9% acid / +36% physical / +15% blight / +14% fire / +10% nature Changes damage: +26% physical Talent granted: +1 Block Disarm immunity: +32% Life regen: +1.00 Vim when firing critical spell: +7.00 Spell crit. chance: +6% Global speed: +3% Deflect projectiles away: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Ivalraba the Nightire (226% power, 25 apr) Ivalraba the Nightire (226% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 226% Range: 1.5x Uses stats: 94% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +104 On weapon hit: * 20% chance to torment the target * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +13.0% Physical power: +15 (+1 eff.) Armour: +12 Defense: +10 (+1 eff.) Fatigue: +12% Damage (Melee): 10 lightning Damage when hit (Melee): 16 ice / 20 nature / 30 lightning Changes stats: +6 Wil Changes resistances: +6% acid / +20% mind / +12% blight / +18% cold / +20% nature / +6% arcane Changes resistances penetration: +12% mind / +15% darkness Grants telepathy: Humanoid/Orc Talent granted: +3 Block Reduces incoming crit damage: 5.00% Maximum life: +110.00 Mindpower: +2 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +10 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Dusklash' (207% power, 25 apr) voratun steamsaw 'Dusklash' (207% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 208% Range: 1.5x Uses stats: 94% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +92 On weapon hit: * 25% chance for lightning to arc to a second target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +34 acid / +20 lightning Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+1 eff.) Armour: +26 Defense: +10 (+1 eff.) Fatigue: +12% Effects when hit in melee: * 20% chance to daze at end of turn * 53% chance to blind Changes stats: +6 Dex / +12 Mag / +26 Con Changes resistances: +25% lightning / +6% physical / +29% darkness / +17% mind / +65% light Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes resistances penetration: +10% darkness / +15% physical Talents granted: +1 Ward +3 Block Physical save: +21 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +10% Disarm immunity: +34% Teleport immunity: +10% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Glibeth' (226% power, 25 apr) voratun steamsaw 'Glibeth' (226% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 226% Range: 1.5x Uses stats: 94% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 125% Block value: +100 On weapon hit: * 29% chance to daze at end of turn * 20% chance to torment the target On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Accuracy: +57 (+6 eff.) Armour penetration: +45 Physical crit. chance: +15.0% Armour: +36 Defense: +10 (+1 eff.) Fatigue: +8% Damage (Melee): 9 acid Effects when hit in melee: * 40% chance to blind Damage when hit (Melee): 35 acid Changes stats: +6 Str / +20 Dex / +10 Mag / +4 Wil / +4 Cun / +24 Con Changes resistances: +12% temporal / +20% light / +9% blight / +60% cold / +6% nature / +3% physical Changes resistances penetration: +11% lightning / +44% physical / +45% mind / +44% darkness Changes damage: +15% physical Talent granted: +3 Block Physical save: +28 (+4 eff.) Stun/Freeze immunity: +15% Teleport immunity: +10% Stamina each turn: +0.40 Healing mod.: +15% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Starblack' (227% power, 25 apr) voratun steamsaw 'Starblack' (227% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 227% Range: 1.5x Uses stats: 94% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +102 On weapon hit: * 35% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +120 insidious poison / +20 darkness Burst (radius 1) on hit: +12 arcane Damage against: +15% Living Attacks use: 1.0 Steam When wielded/worn: Accuracy: +29 (+3 eff.) Armour penetration: +14 Physical crit. chance: +33.0% Physical power: +29 (+2 eff.) Armour: +18 Defense: +10 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 20 ice / 8 light Changes stats: +11 Str / +3 Dex / +4 Mag / +12 Wil / +4 Cun / +11 Con Changes resistances: +18% mind / +20% cold Changes resistances penetration: +15% lightning / +15% physical / +15% blight Changes damage: +6% arcane / +15% physical Talent granted: +3 Block Physical save: +15 (+2 eff.) Stamina when hit: +2.50 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +40.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +2% Damage Shield penetration: +10% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun waraxe 'Torihell' (219% power, 6 apr) voratun waraxe 'Torihell' (219% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 219% Range: 1.4x Uses stats: 94% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to disease * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +38 darkness / +4 mind Damage against: +40% Living When wielded/worn: Armour penetration: +13 Physical crit. chance: +12.0% Armour: +2 Changes resistances: +12% temporal / +6% nature / +8% all Changes resistances penetration: +14% nature / +15% physical Changes damage: +15% physical Blindness immunity: +5% Disarm immunity: +15% Knockback immunity: +5% Hate when firing a critical mind attack: +1.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +2% One-handed war axes. |
Arysevena the Mirepassion Arysevena the MirepassionPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +17.0% Physical power: +4 (+0 eff.) Armour: +7 Defense: +7 (+1 eff.) Fatigue: -12% Effects on melee hit: * 57% chance to daze at end of turn Damage when hit (Melee): 38 nature / 8 lightning Changes stats: +12 Dex / +24 Mag / +18 Wil / +12 Cun / +6 Lck Changes resistances: +7% darkness / +14% fire / +13% cold / +12% nature / +7% light Changes resistances penetration: +10% lightning / +15% nature Changes damage: +33% nature / +12% fire Critical mult.: +7.00% Trap disarming bonus: +10 Stealth bonus: +7 Maximum encumbrance: +56 Physical save: +13 (+2 eff.) Mental save: +7 (+1 eff.) Mana each turn: +0.71 Maximum life: +237.00 Maximum mana: +222.00 Maximum stamina: +98.00 Maximum hate: +36.00 Maximum psi: +71.00 Maximum vim: +72.00 Maximum pos.energy: +72.00 Maximum neg.energy: +72.00 Spell crit. chance: +16% Mental crit. chance: +14% Light radius: +3 Infravision radius: +4 Reduces paradox anomalies(equivalent to willpower): +36 A belt that goes around your waist. |
Bigadig the Corruptionorder Bigadig the CorruptionorderPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +33.0% Physical power: +59 (+4 eff.) Armour: +15 Defense: +27 (+4 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: -27% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 8 physical Changes stats: +8 Str / +14 Dex / +24 Mag / +18 Wil / +12 Cun / +6 Con / +10 Lck Changes resistances: +3% physical / +15% light / +15% fire / +12% nature / +14% cold Changes resistances penetration: +19% physical Changes damage: +25% physical Reduced damage from: +45% Summoned Critical mult.: +42.00% Trap disarming bonus: +21 Stealth bonus: +15 Maximum encumbrance: +178 Physical save: +53 (+6 eff.) Spell save: +30 (+5 eff.) Mental save: +15 (+2 eff.) Mana each turn: +0.60 Only die when reaching: -40.00 life Maximum life: +130.00 Maximum mana: +129.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +36.00 Maximum neg.energy: +34.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +17% Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Infravision radius: +6 Size category: +3 Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
Camuruithel CamuruithelPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +4 Changes stats: +6 Dex / +5 Mag / +1 Wil / +4 Cun / +10 Lck Changes resistances: +12% lightning / +13% temporal / +6% light / +6% darkness Changes resistances penetration: +5% arcane Trap disarming bonus: +25 Stealth bonus: +13 Spell save: +46 (+7 eff.) Mental save: +13 (+2 eff.) Poison immunity: +5% Stun/Freeze immunity: +15% Knockback immunity: +5% Mana each turn: +0.45 Maximum life: +91.00 Maximum mana: +52.00 Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Elenolathakath' drakeskin leather belt 'Elenolathakath'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Physical power: +12 (+1 eff.) Defense: +23 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 mind Changes stats: +6 Dex / +6 Mag / +1 Wil / +6 Cun Changes resistances: +12% acid / +9% fire / +10% lightning / +8% cold Changes resistances penetration: +20% physical Changes damage: +12% acid / +25% physical / +3% mind Grants telepathy: Dragon Critical mult.: +5.00% Stealth bonus: +13 Spell save: +13 (+2 eff.) Mental save: +3 (+0 eff.) Mana each turn: +0.60 Hate when firing a critical mind attack: +3.00 Maximum life: +63.00 Maximum mana: +60.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +14% Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Mucuswend' drakeskin leather belt 'Mucuswend'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +35.0% Physical power: +30 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 50% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 nature / 4 light Changes stats: +18 Dex / +12 Wil / +18 Cun / +10 Lck Changes resistances: +10% acid / +10% cold / +10% fire / +12% nature / +10% lightning Changes resistances penetration: +5% light / +20% physical Changes damage: +12% temporal / +9% nature / +20% physical Reduced damage from: +42% Summoned Critical mult.: +15.00% Trap disarming bonus: +30 Stealth bonus: +14 Physical save: +15 (+2 eff.) Spell save: +27 (+4 eff.) Mental save: +29 (+4 eff.) Maximum life: +402.00 Maximum mana: +79.00 Maximum stamina: +63.00 Maximum hate: +20.00 Maximum psi: +39.00 Maximum vim: +40.00 Maximum pos.energy: +34.00 Maximum neg.energy: +37.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +28% Light radius: +4 Infravision radius: +4 Size category: +2 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
drakeskin leather belt 'Umbrasmash' drakeskin leather belt 'Umbrasmash'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +25.0% Fatigue: -10% Effects on melee hit: * 41% chance to corrode armour by 30% Damage when hit (Melee): 4 darkness Changes stats: +17 Dex / +17 Mag / +7 Wil / +18 Cun / +2 Con / +9 Lck Changes resistances: +24% darkness / +30% fire / +15% light / +26% cold Changes resistances penetration: +13% physical Changes damage: +23% physical Reduced damage from: +44% Summoned Grants telepathy: Humanoid/Orc Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +14 (+2 eff.) Mana each turn: +0.60 Maximum life: +119.00 Maximum mana: +134.00 Maximum stamina: +65.00 Maximum hate: +18.00 Maximum psi: +40.00 Maximum vim: +35.00 Maximum pos.energy: +38.00 Maximum neg.energy: +28.00 Spell crit. chance: +6% Mindpower: +11 (+2 eff.) Mental crit. chance: +30% Infravision radius: +6 See invisible: +3 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
Dimravage (3 def, 13 armour) Dimravage (3 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +13 Defense: +3 (+0 eff.) Fatigue: -6% Changes stats: +3 Str / +4 Wil / +4 Cun Changes resistances: +2% physical / +21% darkness / +14% blight / +30% cold / +14% nature Changes resistances penetration: +17% darkness Changes damage: +29% darkness / +6% physical Stealth bonus: +15 Physical save: +17 (+2 eff.) Mental save: +12 (+2 eff.) Life regen: +2.70 Stamina each turn: +1.20 Only die when reaching: -50.00 life Mental crit. chance: +7% Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Samyrarin the Demonbloom (8 def, 4 armour) Samyrarin the Demonbloom (8 def, 4 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +11 (+1 eff.) Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -4% Changes stats: +3 Str / +2 Dex / +4 Mag / +4 Wil / +3 Cun Changes resistances: +46% darkness Changes resistances penetration: +26% darkness Changes damage: +31% darkness Stealth bonus: +31 Only die when reaching: -40.00 life Maximum life: +48.00 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scumquake (50 def, 8 armour) Scumquake (50 def, 8 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +4 Armour: +8 Defense: +50 (+7 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +10 Str / +4 Mag / +9 Wil / +6 Cun / +10 Con Changes resistances: +20% acid / +21% darkness / +23% light / +20% cold / +17% blight / +37% fire / +17% nature / +20% lightning Changes resistances penetration: +20% darkness Changes damage: +25% darkness / +9% nature Stealth bonus: +36 Physical save: +59 (+7 eff.) Mental save: +13 (+2 eff.) Life regen: +2.70 Only die when reaching: -50.00 life Maximum life: +162.00 Maximum stamina: +10.00 Mental crit. chance: +8% Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerusedhewyn (45 def, 14 armour) Xerusedhewyn (45 def, 14 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +55 (+5 eff.) Armour penetration: +50 Physical crit. chance: +5.0% Armour: +14 Defense: +45 (+6 eff.) Ranged Defense: +12 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +27 Str / +42 Dex / +32 Mag / +38 Wil / +23 Cun / +26 Con Changes resistances: +9% acid / +30% temporal / +28% darkness Changes resistances penetration: +10% physical Changes damage: +6% physical Talent mastery: +1.20 Technique / Combat training Critical mult.: +19.00% Stealth bonus: +13 Physical save: +53 (+6 eff.) Spell save: -50 (-9 eff.) Mental save: +71 (+10 eff.) Blindness immunity: +10% Life regen: +0.80 Stamina each turn: +4.40 Mana each turn: -1.77 Only die when reaching: -40.00 life Maximum life: +76.00 Maximum mana: +69.00 Spell crit. chance: +23% Healing mod.: +10% Defense after a teleport: +30 Resist all after a teleport: +14% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Glimmervengeance' (17 def, 13 armour) elven-silk cloak 'Glimmervengeance' (17 def, 13 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +17 (+2 eff.) Effects on melee hit: * 36% chance to blind * 30% chance to daze at end of turn Damage when hit (Melee): 12 light Changes stats: +10 Str / +6 Mag / +10 Wil / +10 Con Changes resistances: +26% cold / +48% darkness / +6% light Changes resistances penetration: +39% darkness / +10% light Changes damage: +50% darkness / +6% light Stealth bonus: +48 Physical save: +37 (+5 eff.) Spell save: +29 (+4 eff.) Mental save: +44 (+6 eff.) Only die when reaching: -50.00 life Maximum life: +104.00 Maximum mana: +80.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Gloomreek' (42 def, 10 armour) elven-silk cloak 'Gloomreek' (42 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +29 (+3 eff.) Armour penetration: +21 Physical crit. chance: +9.0% Physical power: +5 (+1 eff.) Armour: +10 Defense: +42 (+6 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 light Changes stats: +15 Str / +27 Dex / +16 Wil / +37 Cun / +19 Con Changes resistances: +9% acid / +3% physical / +25% light / +10% lightning / +40% blight / +10% cold / +36% nature / +35% fire Changes resistances penetration: +13% arcane Changes damage: +6% blight / +15% arcane / +12% darkness Talent mastery: +0.40 Technique / Combat training Critical mult.: +69.00% Stealth bonus: +30 Physical save: +57 (+7 eff.) Spell save: -10 (-2 eff.) Mental save: +24 (+3 eff.) Life regen: +6.00 Stamina each turn: +1.40 Mana each turn: -0.60 Maximum life: +110.00 Maximum mana: +100.00 Maximum stamina: +10.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +24% Healing mod.: +56% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Coalviper (5 def, 0 armour)Coalviper (5 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 blight Changes stats: +15 Str / +34 Mag / +23 Wil / +31 Cun / +10 Con Changes resistances: +28% lightning / +22% darkness / +18% blight / +66% cold / +62% mind Changes resistances penetration: +12% temporal / +20% darkness / +30% physical Changes damage: +33% lightning / +17% temporal / +40% light / +17% nature / +56% all / +68% physical / +56% cold / +38% mind / +70% darkness Critical mult.: +38.00% Reduces incoming crit damage: 20.00% Physical save: +20 (+3 eff.) Spell save: +15 (+2 eff.) Mental save: +115 (+15 eff.) Poison immunity: +50% Disease immunity: +62% Life regen: +5.90 Mana each turn: +0.69 Psi each turn: +0.40 Hate when firing a critical mind attack: +9.00 Psi when firing a critical mind attack: +9.00 Only die when reaching: -120.00 life Maximum life: +100.00 Maximum mana: +100.00 Maximum hate: +15.00 Spellpower: +99 (+8 eff.) Spell crit. chance: +33% Mindpower: +22 (+3 eff.) Mental crit. chance: +17% Healing mod.: +21% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduces paradox anomalies(equivalent to willpower): +15 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silatta the Magmasnake (10 def, 17 armour) Silatta the Magmasnake (10 def, 17 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +6 (+0 eff.) Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Armour: +17 Defense: +10 (+1 eff.) Damage when hit (Melee): 4 acid / 4 fire Changes stats: +35 Mag / +6 Wil / +28 Cun / +7 Con Changes resistances: +40% acid / +40% physical / +45% light / +100% cold / +20% blight / +36% fire / +20% mind / +14% darkness Changes resistances penetration: +27% temporal / +20% darkness / +50% physical Changes damage: +40% temporal / +92% light / +28% fire / +40% all / +27% acid / +78% physical / +20% blight / +67% cold / +20% mind / +73% darkness Talent cooldown: Refit Golem (-12 turns) Critical mult.: +26.00% Physical save: +20 (+3 eff.) Spell save: +30 (+5 eff.) Silence immunity: +50% Life regen: +0.40 Mana each turn: +0.76 Spellpower on spell critical (stacks up to 3 times): +7 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum life: +74.00 Maximum mana: +170.00 Maximum stamina: +10.00 Maximum hate: +12.00 Spellpower: +150 (+13 eff.) Spell crit. chance: +63% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +4 Reduces paradox anomalies(equivalent to willpower): +32 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Braneyon the pair of voratun boots (0 def, 5 armour) Braneyon the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -6% Changes stats: +6 Cun / +6 Con Changes resistances: +15% lightning / +9% temporal / +15% fire / +5% arcane / +12% cold Changes damage: +12% acid / +3% arcane / +3% blight Maximum encumbrance: +50 Physical save: +52 (+6 eff.) Spell save: +25 (+4 eff.) Mental save: +36 (+5 eff.) Life regen: +4.90 Mana each turn: +0.08 Spellpower: +4 (+0 eff.) Healing mod.: +30% Damage Shield penetration: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Drilezor the pair of voratun boots (14 def, 5 armour) Drilezor the pair of voratun boots (14 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +14 (+2 eff.) Ranged Defense: +16 (+3 eff.) Fatigue: -6% Changes stats: +11 Str / +13 Con Changes resistances: +30% darkness / +28% temporal Changes resistances penetration: +19% darkness / +20% temporal Changes damage: +10% physical Maximum encumbrance: +48 Physical save: +19 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +20.00 Spellpower: +6 (+1 eff.) Mindpower: +8 (+1 eff.) Movement speed: +40% Healing mod.: +20% Defense after a teleport: +25 Resist all after a teleport: +20% New effects duration reduction after a teleport: +28% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emelolle the pair of drakeskin leather boots (22 def, 35 armour) Emelolle the pair of drakeskin leather boots (22 def, 35 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +35 Defense: +22 (+3 eff.) Ranged Defense: +22 (+4 eff.) Fatigue: +5% Changes stats: +24 Str / +8 Mag / +6 Cun / +25 Con Changes resistances penetration: +10% physical Changes damage: +9% mind / +44% physical Physical save: +55 (+7 eff.) Spell save: +46 (+7 eff.) Mental save: +55 (+8 eff.) Stamina each turn: +1.30 Maximum life: +20.00 Maximum stamina: +60.00 Lowers spell cool-downs by: 20% Mindpower: +8 (+1 eff.) Mental crit. chance: +3% Infravision radius: +9 Size category: +2 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Flashward the pair of voratun boots (0 def, 5 armour) Flashward the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -13% Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn Changes stats: +4 Str / +4 Mag / +9 Wil / +5 Cun / +9 Con Changes resistances: +6% lightning Changes resistances penetration: +10% acid / +9% physical Changes damage: +3% lightning Maximum encumbrance: +77 Physical save: +24 (+3 eff.) Mental save: +30 (+4 eff.) Mindpower: +7 (+1 eff.) It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 23 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glimmerbliss the pair of voratun boots (85 def, 16 armour) Glimmerbliss the pair of voratun boots (85 def, 16 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +27 Physical crit. chance: +11.0% Physical power: +12 (+1 eff.) Armour: +16 Defense: +85 (+11 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 12 light / 12 temporal Changes stats: +1 Dex / +6 Mag / +18 Cun / +18 Con Changes resistances: +15% acid / +2% physical / +6% blight / +14% fire / +12% cold / +11% lightning Changes damage: +12% light Physical save: +109 (+12 eff.) Spell save: +22 (+3 eff.) Mental save: +85 (+11 eff.) Silence immunity: +37% Confusion immunity: +50% Stun/Freeze immunity: +57% Lowers spell cool-downs by: 10% Healing mod.: +15% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 46% chance to evade melee and ranged attacks and 123 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kilnlady the pair of voratun boots (22 def, 15 armour) Kilnlady the pair of voratun boots (22 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +15 Defense: +22 (+3 eff.) Fatigue: -6% Damage when hit (Melee): 8 blight Changes stats: +14 Mag / +20 Wil / +6 Con Changes resistances: +9% acid / +28% temporal / +22% darkness / +15% fire / +15% cold Changes resistances penetration: +24% physical / +20% darkness / +19% temporal Changes damage: +3% blight / +6% fire Critical mult.: +15.00% Maximum encumbrance: +50 Physical save: +15 (+2 eff.) Spell save: +6 (+1 eff.) Silence immunity: +147% Confusion immunity: +146% Stun/Freeze immunity: +149% Mana each turn: +0.60 Maximum mana: +60.00 Spell crit. chance: +7% Mindpower: +8 (+1 eff.) Infravision radius: +3 Damage Shield penetration: +30% Defense after a teleport: +45 Resist all after a teleport: +35% New effects duration reduction after a teleport: +43% Activating this item is instant. It can be used to blink to a nearby random location (rad 50), putting all charms on cooldown for 23 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Oluldir the Healwalker (0 def, 5 armour) Oluldir the Healwalker (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -34% Effects on melee hit: * Slows global speed by 40% Changes stats: +24 Cun / +24 Con Changes resistances: +15% lightning / +21% temporal / +9% acid Changes damage: +6% temporal Maximum encumbrance: +149 Physical save: +215 (+23 eff.) Spell save: +36 (+5 eff.) Mental save: +125 (+16 eff.) Confusion immunity: +5% Life regen: +5.50 Stamina each turn: +0.90 Only die when reaching: -60.00 life Maximum life: +60.00 Movement speed: +10% Healing mod.: +30% A pair of boots made of leather. |
Yaralen the Growedge (4 def, 3 armour) Yaralen the Growedge (4 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +3 Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -4% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 16 blight / 8 nature Changes stats: +5 Str / +3 Dex / +7 Mag / +5 Wil / +3 Cun / +5 Con Changes resistances penetration: +7% physical / +20% mind / +10% darkness Changes damage: +6% acid / +6% physical / +9% mind / +12% blight Maximum encumbrance: +26 Physical save: +7 (+1 eff.) Mental save: +9 (+1 eff.) Disease immunity: +25% Silence immunity: +76% Confusion immunity: +76% Stun/Freeze immunity: +76% Stamina each turn: +1.00 Mana each turn: +0.20 Psi when hit: +0.20 Maximum mana: +28.00 Maximum stamina: +32.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +2% Mindpower: +2 (+0 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 Size category: +1 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Coalwitch' (33 def, 3 armour) pair of hardened leather boots 'Coalwitch' (33 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +9.0% Physical power: +10 (+1 eff.) Armour: +3 Defense: +33 (+4 eff.) Fatigue: -11% Effects on melee hit: * 45% chance to corrode armour by 30% * 46% chance to inflict 15% damage reduction Damage when hit (Melee): 16 arcane Changes stats: +7 Str / +4 Dex / +12 Cun / +16 Con Changes resistances: +11% lightning / +11% temporal / +9% darkness / +7% arcane / +3% acid Changes resistances penetration: +10% darkness / +11% physical Changes damage: +8% physical Maximum encumbrance: +31 Physical save: +45 (+5 eff.) Mental save: +38 (+5 eff.) Life regen: +3.90 Stamina each turn: +1.50 Maximum life: +48.00 Maximum stamina: +28.00 Movement speed: +10% Healing mod.: +21% Size category: +1 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Darkraptor the drakeskin leather gloves (0 def, 15 armour) Darkraptor the drakeskin leather gloves (0 def, 15 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +71 (+7 eff.) Armour penetration: +15 Physical crit. chance: +17.0% Armour: +15 Damage (Melee): 10 acid / 10 lightning / 25 cold / 15 mind / 10 fire Damage when hit (Melee): 8 darkness / 4 arcane Changes stats: +15 Str / +30 Dex / +11 Mag / +5 Wil / +28 Cun / +8 Con Changes resistances: +10% light / +10% cold / +7% darkness / +10% mind Changes damage: +6% physical / +8% cold / +17% mind / +12% darkness Talent cooldown: Double Strike (-3 turns) Critical mult.: +18.00% Physical save: +95 (+11 eff.) Spell save: +10 (+1 eff.) Mental save: +60 (+8 eff.) Disarm immunity: +200% Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.34 Maximum life: +75.00 Spell crit. chance: +18% Mental crit. chance: +24% Infravision radius: +1 When used to modify unarmed attacks: Power: 213% Range: 1.1x Uses stats: 37% Wil, 50% Mag, 77% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +95 Armour Penetration: +15 Crit. chance: +70.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Perfect Control (30% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Set Up (30% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +19 ice / +29 physical / +29 fire / +29 acid / +29 lightning Burst (radius 2) on crit: +14 ice / +50 light / +50 darkness / +15 mind It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dimhunter the drakeskin leather gloves (0 def, 24 armour) Dimhunter the drakeskin leather gloves (0 def, 24 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +47 (+5 eff.) Armour penetration: +15 Physical crit. chance: +38.0% Physical power: +20 (+1 eff.) Armour: +24 Fatigue: -2% Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 15 physical / 45 darkness / 40 mind Changes stats: +30 Str / +34 Dex / +6 Mag / +5 Wil / +43 Cun / +9 Con Changes resistances: +2% physical / +10% light / +40% darkness Changes resistances penetration: +20% darkness / +30% temporal Changes damage: +8% physical / +10% darkness / +9% temporal Talent cooldown: Double Strike (-5 turns) Critical mult.: +35.00% Physical save: +120 (+13 eff.) Spell save: +10 (+1 eff.) Mental save: +47 (+7 eff.) Disarm immunity: +150% Life regen: +9.40 Stamina each turn: +3.00 Mana each turn: +0.40 Psi each turn: +0.40 Maximum life: +146.00 Maximum stamina: +30.00 Spellpower: +16 (+1 eff.) Spell crit. chance: +50% Mindpower: +10 (+2 eff.) Mental crit. chance: +35% Infravision radius: +6 When used to modify unarmed attacks: Power: 234% Range: 1.1x Uses stats: 37% Wil, 50% Mag, 77% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +124 Armour Penetration: +15 Crit. chance: +113.0% Attack speed: 100% When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Perfect Control (20% chance level 5). When this weapon hits: Set Up (50% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (40% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 15% chance to inflict 15% damage reduction Damage Shield penetration (this weapon only): +10% Damage (Melee): +29 physical / +18 darkness / +13 arcane Burst (radius 1) on hit: +12 darkness / +22 physical Burst (radius 2) on crit: +13 physical / +50 light / +37 darkness It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 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. |
Firequeller the voratun gauntlets (0 def, 23 armour) Firequeller the voratun gauntlets (0 def, 23 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +92 (+9 eff.) Armour penetration: +58 Physical crit. chance: +20.0% Armour: +23 Damage (Melee): 13 mind / 15 physical Changes stats: +15 Str / +46 Dex / +5 Wil / +41 Cun / +17 Con Changes resistances: +3% light / +9% fire / +10% mind / +3% temporal Changes resistances penetration: +5% fire / +10% mind / +5% temporal Changes damage: +11% mind / +11% physical Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-2 turns) Critical mult.: +14.00% Physical save: +117 (+13 eff.) Spell save: +17 (+2 eff.) Mental save: +73 (+10 eff.) Disarm immunity: +290% Life regen: +19.80 Stamina each turn: +5.90 Psi each turn: +0.70 Maximum life: +158.00 Maximum stamina: +73.00 Spell crit. chance: +20% Mental crit. chance: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Power: 219% Range: 1.4x Uses stats: 37% Wil, 77% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +129 Armour Penetration: +53 Crit. chance: +63.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Strike (60% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Second Wind (20% chance level 2). When this weapon hits: Perfect Control (30% chance level 5). When this weapon hits: Set Up (20% chance level 5). When this weapon hits: Slumber (20% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 40% chance to cause random gloom Damage (Melee): +55 physical / +4 light / +4 fire Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +8 light / +13 physical / +15 mind / +16 temporal It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Hellquell (0 def, 21 armour) Hellquell (0 def, 21 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +57 (+6 eff.) Armour: +21 Armour Hardiness: +11% Fatigue: -4% Damage (Melee): 14 acid / 14 darkness / 13 lightning / 15 cold / 13 arcane / 14 fire Changes stats: +12 Str / +12 Dex / +16 Mag / +25 Wil / +8 Cun / +27 Con Changes resistances: +9% physical / +33% darkness / +8% arcane Changes damage: +7% darkness Talent mastery: +0.20 Technique / Grappling Critical mult.: +10.00% Reduces incoming crit damage: 20.00% Physical save: +66 (+8 eff.) Spell save: +23 (+3 eff.) Mental save: +35 (+5 eff.) Disarm immunity: +136% Maximum life: +64.00 Light radius: +4 Infravision radius: +6 Heals friendly targets nearby when you use a nature summon: +10 When used to modify unarmed attacks: Power: 198% Range: 1.4x Uses stats: 37% Wil, 50% Mag, 77% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +40 Armour Penetration: +9 Crit. chance: +43.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Juggernaut (30% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Dominate (20% chance level 3). On weapon hit: * 11% chance to inflict 15% damage reduction Damage (Melee): +26 ice / +55 physical / +38 darkness / +31 lightning / +37 acid / +45 fire / +20 arcane Burst (radius 2) on crit: +8 fire Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Airkill' (0 def, 3 armour) drakeskin leather gloves 'Airkill' (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +29 (+3 eff.) Physical crit. chance: +17.0% Armour: +3 Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 13 acid Damage when hit (Melee): 8 darkness / 12 lightning Changes stats: +4 Str / +9 Dex / +10 Cun / +5 Con Changes resistances: +8% acid / +21% darkness / +3% lightning Changes damage: +6% acid Talent cooldown: Double Strike (-1 turn) Critical mult.: +13.00% Physical save: +39 (+5 eff.) Spell save: +9 (+1 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +43% Spell crit. chance: +9% Mental crit. chance: +18% Infravision radius: +3 When used to modify unarmed attacks: Power: 203% Range: 1.1x Uses stats: 37% Wil, 50% Mag, 77% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +26 Armour Penetration: +5 Crit. chance: +47.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +8 lightning / +22 physical / +5 darkness Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +11 acid / +4 mind It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 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. |
drakeskin leather gloves 'Stormlord' (0 def, 28 armour) drakeskin leather gloves 'Stormlord' (0 def, 28 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +58 (+6 eff.) Physical crit. chance: +12.0% Physical power: +4 (+0 eff.) Armour: +28 Armour Hardiness: +15% Damage (Melee): 19 arcane Changes stats: +6 Dex / +20 Mag / +9 Wil / +12 Cun / +16 Con Changes resistances: +6% lightning / +12% physical / +10% light / +10% arcane / +25% darkness Changes damage: +11% arcane / +9% acid Critical mult.: +12.00% Physical save: +20 (+3 eff.) Mental save: +35 (+5 eff.) Disarm immunity: +89% Life regen: +4.00 Stamina each turn: +2.00 Mana each turn: +0.40 Maximum life: +70.00 Maximum stamina: +34.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +25% Mental crit. chance: +20% Infravision radius: +6 When used to modify unarmed attacks: Power: 211% Range: 1.1x Uses stats: 37% Wil, 50% Mag, 77% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +58 Armour Penetration: +9 Crit. chance: +41.0% Attack speed: 100% When this weapon hits: Perfect Control (20% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage Shield penetration (this weapon only): +50% Damage (Melee): +16 lightning / +8 physical / +29 darkness / +54 arcane / +8 acid Burst (radius 1) on hit: +8 acid / +12 physical Burst (radius 2) on crit: +50 light / +50 darkness / +13 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Splendourglamour' (0 def, 9 armour) voratun gauntlets 'Splendourglamour' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +22 (+2 eff.) Armour penetration: +15 Physical power: +16 (+1 eff.) Armour: +9 Fatigue: -6% Effects on melee hit: * 15% chance to blind * 21% chance to cause random gloom Damage (Melee): 10 lightning / 15 temporal / 51 darkness / 10 acid / 12 nature / 7 cold / 55 mind / 10 fire Damage (Ranged): 20 temporal Damage when hit (Melee): 12 light Changes stats: +18 Str / +13 Dex / +14 Mag / +10 Wil / +24 Cun / +15 Con Changes resistances: +21% temporal / +40% darkness / +10% mind / +10% nature / +10% light Changes resistances penetration: +25% temporal Changes damage: +11% darkness / +11% temporal / +10% nature / +9% mind Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 5.00% Physical save: +42 (+5 eff.) Spell save: +10 (+1 eff.) Mental save: +19 (+3 eff.) Disarm immunity: +100% Maximum life: +74.00 Mindpower: +10 (+2 eff.) Infravision radius: +8 When used to modify unarmed attacks: Power: 212% Range: 1.4x Uses stats: 37% Wil, 50% Mag, 77% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +48 Armour Penetration: +25 Crit. chance: +33.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 13% chance to inflict 15% damage reduction * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +21 lightning / +12 temporal / +29 darkness / +31 fire / +16 ice / +29 physical / +26 acid Burst (radius 2) on crit: +12 mind / +15 nature / +50 light / +50 darkness It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Aderiarin (13 def, 23 armour) Aderiarin (13 def, 23 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +12 (+1 eff.) Armour: +23 Defense: +13 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +11 Str / +5 Dex / +27 Wil / +5 Cun / +10 Con / +17 Lck Changes resistances: +38% lightning / +27% temporal / +14% fire / +13% all / +14% acid / +15% physical / +45% blight / +15% cold / +24% mind / +6% arcane Changes damage: +3% arcane Critical mult.: +20.00% Physical save: +66 (+8 eff.) Spell save: +9 (+1 eff.) Mental save: +48 (+7 eff.) Confusion immunity: +50% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +13 Maximum mana: +40.00 Spell crit. chance: +7% Mental crit. chance: +8% Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.8 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 17093.6 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Demonrip the drakeskin leather hat (20 def, 13 armour) Demonrip the drakeskin leather hat (20 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +21 (+2 eff.) Armour: +13 Defense: +20 (+3 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to daze at end of turn Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 mind Changes stats: +29 Str / +15 Dex / +30 Wil / +10 Cun / +6 Con / +16 Lck Changes resistances: +30% physical / +50% darkness / +30% blight / +20% light / +25% mind / +6% all Changes resistances penetration: +10% mind / +5% darkness Changes damage: +9% mind Grants telepathy: Dragon Physical save: +109 (+12 eff.) Mental save: +77 (+10 eff.) Confusion immunity: +50% Equilibrium when hit: +0.04 Psi when hit: +0.16 Hate when firing a critical mind attack: +3.00 Spell crit. chance: +8% Mindpower: +4 (+1 eff.) Mental crit. chance: +11% Infravision radius: +5 It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 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 14 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 hat made of leather. Very stylish. |
Emayana the Skywyrd (3 def, 3 armour) Emayana the Skywyrd (3 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +3 Defense: +3 (+0 eff.) Effects on melee hit: * 15% chance to daze at end of turn * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +27 Wil / +23 Cun / +6 Con Changes resistances: +9% lightning / +20% physical / +77% darkness / +20% blight / +3% temporal Changes resistances penetration: +15% lightning / +20% temporal / +15% acid Changes damage: +15% acid / +17% physical / +58% darkness / +21% lightning / +20% blight / +14% fire / +30% arcane / +14% cold Critical mult.: +20.00% Mental save: +30 (+4 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +5.70 Mana each turn: +6.00 Mana when hit: +6.00 Equilibrium when hit: +2.90 Psi when hit: +2.90 Hate when hit: +3.00 Maximum mana: +317.00 Maximum hate: +15.00 Spellpower: +20 (+2 eff.) Mindpower: +22 (+3 eff.) Mental crit. chance: +13% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Damage Shield Power: +15% It can be used to activate talent Manaflow, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 37 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Emovena the Corruptionquarry (3 def, 0 armour) Emovena the Corruptionquarry (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * Slows global speed by 36% Damage when hit (Melee): 8 blight / 4 fire Changes stats: +7 Mag / +6 Wil Changes resistances: +25% acid / +20% physical / +20% darkness / +3% nature Changes resistances penetration: +5% blight / +5% nature Changes damage: +17% acid / +20% physical / +19% darkness / +9% fire Life regen: +6.00 Mana each turn: +3.00 Psi each turn: +0.40 Mana when hit: +3.00 Maximum mana: +106.00 Maximum hate: +14.00 Spellpower: +15 (+1 eff.) Mindpower: +16 (+2 eff.) Mental crit. chance: +11% Infravision radius: +9 See stealth: +20 See invisible: +25 Damage Shield Power: +12% It can be used to activate talent Manaflow, placing all other charms into a 36 cooldown : Effective talent level: 1.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 29 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Erelochak the Moldkill (8 def, 12 armour) Erelochak the Moldkill (8 def, 12 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +8 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +5 Str / +10 Dex / +4 Wil / +6 Con Changes resistances: +15% lightning / +10% temporal / +54% darkness / +27% blight / +6% all Changes resistances penetration: +10% nature Critical mult.: +15.00% Physical save: +49 (+6 eff.) Spell save: +29 (+4 eff.) Mental save: +40 (+6 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mindpower: +6 (+1 eff.) Infravision radius: +7 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
Gloryna the voratun helm (11 def, 14 armour) Gloryna the voratun helm (11 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +3 Armour: +14 Defense: +11 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +14 Str / +9 Dex / +2 Mag / +9 Wil Changes resistances: +11% acid / +15% lightning / +15% cold / +15% blight / +29% fire / +15% nature / +3% all Changes damage: +3% physical Allows you to breathe in: water Physical save: +14 (+2 eff.) Spell save: +30 (+5 eff.) Mental save: +15 (+2 eff.) Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +61.00 Healing mod.: +26% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Skullcracker multiplicator: +6 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.8 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 17093.6 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hotolin the Scorchbreacher (0 def, 3 armour) Hotolin the Scorchbreacher (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +6 Wil Changes resistances: +7% blight / +9% fire / +12% light / +11% darkness Changes resistances penetration: +5% fire Changes damage: +15% arcane Mental save: +6 (+1 eff.) Mana when firing critical spell: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.8 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 17093.6 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Islutira the hardened leather cap (0 def, 11 armour) Islutira the hardened leather cap (0 def, 11 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +10 (+1 eff.) Armour: +11 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +17 Str / +7 Dex / +19 Wil / +7 Cun / +15 Con Changes resistances: +3% acid / +11% physical / -13% light / +12% temporal / +32% blight / +11% cold / +38% mind / +10% fire Physical save: +22 (+3 eff.) Mental save: +83 (+11 eff.) Blindness immunity: +10% Confusion immunity: +66% Stun/Freeze immunity: +10% Knockback immunity: +10% Teleport immunity: +15% Life regen: +5.20 Stamina when hit: +2.10 Equilibrium when hit: +2.10 Infravision radius: +6 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.8 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 17093.6 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Isywyn the Oozehunt (36 def, 32 armour) Isywyn the Oozehunt (36 def, 32 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Physical crit. chance: +16.0% Physical power: +12 (+1 eff.) Armour: +32 Defense: +36 (+5 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 45% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 nature / 8 mind / 12 darkness Changes stats: +21 Str / +23 Dex / +25 Wil / +30 Cun / +20 Con / +33 Lck Changes resistances: +30% lightning / +15% temporal / -38% light / +15% fire / +12% nature / +19% all / +15% acid / +27% blight / +19% cold / +9% mind / +31% darkness Changes resistances penetration: +30% nature / +15% mind Changes damage: +6% nature Allows you to breathe in: water Physical save: +101 (+11 eff.) Mental save: +43 (+6 eff.) Life regen: +7.30 Spell crit. chance: +16% Mindpower: +6 (+1 eff.) Mental crit. chance: +14% Infravision radius: +8 It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 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 14 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Layoba the Cloudbait (10 def, 10 armour) Layoba the Cloudbait (10 def, 10 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Physical power: +36 (+2 eff.) Armour: +10 Defense: +10 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 acid / 20 physical / 4 arcane / 16 lightning Changes stats: +77 Str / +28 Dex / +19 Wil / +14 Cun / +31 Con Changes resistances: +29% acid / +15% physical / +29% darkness / +45% cold / +13% blight / +45% fire / +8% arcane / +14% lightning Changes resistances penetration: +20% acid Changes damage: +6% acid / +12% arcane Physical save: +45 (+5 eff.) Mental save: +44 (+6 eff.) Stamina when hit: +2.80 Equilibrium when hit: +3.00 Mindpower: +6 (+1 eff.) Infravision radius: +12 Skullcracker multiplicator: +12 It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 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 14 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 hat made of leather. Very stylish. |
Mucusbender (8 def, 16 armour) Mucusbender (8 def, 16 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +8.0% Armour: +16 Defense: +8 (+1 eff.) Fatigue: +5% Changes stats: +10 Str / +15 Dex / +5 Cun / +17 Lck Changes resistances: +15% acid / +13% lightning / +25% darkness / +3% nature / +22% cold / +14% fire / +6% mind / +7% all Changes damage: +6% nature Allows you to breathe in: water Reduces incoming crit damage: 17.00% Physical save: +40 (+5 eff.) Spell save: +30 (+5 eff.) Cut immunity: +15% Only die when reaching: -40.00 life Spell crit. chance: +8% Mental crit. chance: +5% Infravision radius: +8 A cap made of leather. |
Plaguepierce the cashmere wizard hat (2 def, 4 armour) Plaguepierce the cashmere wizard hat (2 def, 4 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Effects on melee hit: * 49% chance to corrode armour by 30% Changes stats: +20 Mag / +46 Wil / +32 Cun / +11 Con Changes resistances: +21% darkness / +24% cold Changes resistances penetration: +15% acid / +30% nature / +20% blight Changes damage: +11% temporal / +10% light / +21% darkness / +9% fire / +16% cold / +14% arcane / +9% physical Physical save: +11 (+2 eff.) Mental save: +22 (+3 eff.) Life regen: +8.40 Psi each turn: +0.24 Mana when firing critical spell: +4.00 Vim when firing critical spell: +3.00 Spellpower: +15 (+1 eff.) Mindpower: +20 (+3 eff.) Mental crit. chance: +5% Damage Shield penetration: +30% Damage Shield Power: +21% It can be used to activate talent Stone Wall, placing all other charms into a 72 cooldown : Effective talent level: 1.0 Power cost: 72 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 16 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 909.27 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Scorchslicer the drakeskin leather cap (20 def, 13 armour) Scorchslicer the drakeskin leather cap (20 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +8.0% Physical power: +6 (+1 eff.) Armour: +13 Defense: +20 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 lightning / 19 physical / 20 fire / 16 temporal Changes stats: +33 Str / +28 Dex / +12 Wil / +18 Cun / +15 Con / +14 Lck Changes resistances: +9% lightning / +15% nature / +6% all Changes resistances penetration: +5% mind Changes damage: +6% fire Critical mult.: +15.00% Physical save: +39 (+5 eff.) Spell save: +9 (+1 eff.) Equilibrium when hit: +0.04 Maximum life: +110.00 Maximum hate: +2.00 Spell crit. chance: +8% Mindpower: +5 (+1 eff.) Mental crit. chance: +8% Healing mod.: +29% Skullcracker multiplicator: +8 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.8 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 17093.6 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Wildravager (0 def, 5 armour) Wildravager (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 nature Changes stats: +20 Str / +14 Mag / +26 Wil / +4 Con Changes resistances: +15% blight / +3% nature / +6% acid Changes resistances penetration: +15% nature Changes damage: +36% blight / +12% nature / +30% arcane / +3% acid Mental save: +28 (+4 eff.) Spell crit. chance: +8% Light radius: +1 A cap made of leather. |
Willowravage the cashmere wizard hat (2 def, 0 armour) Willowravage the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to daze at end of turn Damage when hit (Melee): 4 nature / 12 lightning Changes resistances: +15% lightning / +10% temporal / +17% fire / +18% cold Changes resistances penetration: +15% lightning Changes damage: +6% nature A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Voidmalice' (2 def, 0 armour) cashmere wizard hat 'Voidmalice' (2 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes stats: +5 Wil Changes resistances: +5% arcane / +10% fire / +9% darkness / +8% cold Changes resistances penetration: +5% darkness Changes damage: +8% acid / +6% darkness / +8% lightning / +9% fire / +9% arcane / +8% cold Physical save: +8 (+1 eff.) Life regen: +4.20 Mana each turn: +1.90 Mana when hit: +2.00 Maximum mana: +61.00 Spellpower: +8 (+1 eff.) Damage Shield Power: +11% It can be used to activate talent Manaflow, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 37 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
drakeskin leather hat 'Lisogawe' (9 def, 5 armour) drakeskin leather hat 'Lisogawe' (9 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +9 (+1 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 19 physical Changes stats: +12 Str / +1 Dex / +4 Con / +13 Lck Changes resistances: +6% blight / +20% cold Changes damage: +9% physical Allows you to breathe in: water Life regen: +0.60 Stamina each turn: +0.40 Spell crit. chance: +6% Mental crit. chance: +7% Skullcracker multiplicator: +4 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.8 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 17093.6 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
elven-silk wizard hat 'Poxbrace' (3 def, 6 armour) elven-silk wizard hat 'Poxbrace' (3 def, 6 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Damage when hit (Melee): 4 nature Changes stats: +3 Str / +3 Dex / +22 Mag / +91 Wil / +79 Cun / +9 Con Changes resistances: +40% lightning / +24% temporal / +6% light / +6% fire / +54% mind Changes resistances penetration: +10% temporal Changes damage: +20% lightning / +9% temporal / +20% arcane / +60% mind Physical save: +74 (+9 eff.) Spell save: +15 (+2 eff.) Mental save: +213 (+27 eff.) Poison immunity: +20% Disease immunity: +20% Silence immunity: +10% Confusion immunity: -100% Fear immunity: -100% Life regen: +6.00 Psi each turn: +0.40 Maximum psi: +106.00 Mindpower: +59 (+9 eff.) Mental crit. chance: +60% Damage Shield Power: +13% It can be used to activate talent Hateful Whisper, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 524 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
hardened leather cap 'Undeathwild' (9 def, 3 armour) hardened leather cap 'Undeathwild' (9 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +14 Physical power: +44 (+3 eff.) Armour: +3 Defense: +9 (+1 eff.) Fatigue: +3% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 nature Changes stats: +51 Str / +29 Dex / +42 Wil / +15 Cun / +12 Con Changes resistances: +21% lightning / +17% temporal / +18% darkness / +21% fire / +22% nature / +11% acid / +44% physical / +34% blight / +34% cold / +8% arcane Changes resistances penetration: +10% arcane Changes damage: +18% fire Physical save: +64 (+8 eff.) Spell save: +16 (+2 eff.) Mental save: +44 (+6 eff.) Mana each turn: +0.16 Stamina when hit: +1.50 Equilibrium when hit: +2.10 Only die when reaching: -60.00 life Maximum life: +164.00 Mindpower: +5 (+1 eff.) Infravision radius: +5 Healing mod.: +44% Damage Shield penetration: +50% Skullcracker multiplicator: +5 It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 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 14 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. |
Aluchik (34 def, 92 armour) Aluchik (34 def, 92 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +92 Defense: +34 (+5 eff.) Fatigue: -12% Damage when hit (Melee): 60 physical / 25 light / 4 blight / 4 arcane / 4 temporal Changes stats: +7 Str / +22 Wil / +18 Cun / +7 Con Changes resistances: +24% acid / +23% physical / +50% darkness / +51% blight / +54% cold / +13% lightning / +38% fire Changes resistances penetration: +15% blight Changes damage: +9% blight Allows you to breathe in: water Critical mult.: +40.00% Physical save: +69 (+8 eff.) Mental save: +69 (+9 eff.) Life regen: +13.50 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +455.00 Light radius: +4 Healing mod.: +110% Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% A suit of armour made of mail. |
Grinivon the Blackglory (5 def, 32 armour) Grinivon the Blackglory (5 def, 32 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +14 (+1 eff.) Armour: +32 Defense: +5 (+0 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 light Changes stats: +25 Str / +8 Mag / +9 Wil / +11 Con Changes resistances: +20% lightning / +14% physical / +25% darkness / +15% cold / +43% acid Allows you to breathe in: water Physical save: +13 (+2 eff.) Only die when reaching: -20.00 life Maximum life: +120.00 Spellpower: +20 (+2 eff.) Spell crit. chance: +10% Mindpower: +25 (+4 eff.) Mental crit. chance: +9% Light radius: +2 Healing mod.: +5% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Islewen the stralite mail armour (17 def, 40 armour) Islewen the stralite mail armour (17 def, 40 armour)Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +40 Defense: +17 (+2 eff.) Fatigue: +5% Damage (Melee): 36 acid / 40 fire Damage when hit (Melee): 42 acid / 30 fire / 16 blight Changes stats: +19 Str / +2 Dex / +4 Mag / +3 Wil / +8 Cun Changes resistances: +100% acid / +46% physical / +36% darkness / +12% blight / +64% fire / +39% lightning / +52% cold Changes damage: +6% acid / +9% blight Allows you to breathe in: water Physical save: +35 (+4 eff.) Mental save: +22 (+3 eff.) Light radius: +4 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying voratun mail armour (5 def, 10 armour)fortifying voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +16% Changes stats: +7 Str / +6 Con Maximum life: +100.00 A suit of armour made of mail. |
voratun mail armour 'Airserpent' (20 def, 39 armour) voratun mail armour 'Airserpent' (20 def, 39 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +39 Defense: +20 (+3 eff.) Fatigue: +16% Effects on melee hit: * 45% chance to daze at end of turn Damage when hit (Melee): 54 light / 12 lightning Changes stats: +12 Str / +36 Wil / +23 Cun / +13 Con Changes resistances: +91% acid / +13% physical / +78% darkness / +27% lightning / +89% blight / +83% cold / +8% arcane / +42% fire Changes damage: +3% acid Allows you to breathe in: water Reduces incoming crit damage: 15.00% Physical save: +10 (+2 eff.) Mental save: +73 (+10 eff.) Blindness immunity: +10% Life regen: +3.50 Maximum life: +415.00 Light radius: +6 Healing mod.: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of mail. |
voratun mail armour 'Xona' (34 def, 72 armour) voratun mail armour 'Xona' (34 def, 72 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +2.0% Physical power: +8 (+1 eff.) Armour: +72 Defense: +34 (+5 eff.) Fatigue: -14% Effects on melee hit: * 30% chance to disease Damage (Melee): 13 acid / 20 fire Damage when hit (Melee): 36 acid / 16 fire / 19 physical Changes stats: +24 Str / +25 Wil / +37 Cun / +12 Con Changes resistances: +127% acid / +33% physical / +20% darkness / +42% lightning / +12% mind / +13% cold / +10% arcane / +40% fire Changes damage: +6% mind Physical save: +68 (+8 eff.) Spell save: +25 (+4 eff.) Mental save: +110 (+15 eff.) Life regen: +3.30 Only die when reaching: -100.00 life Maximum life: +274.00 Light radius: +2 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Offalglean the hardened leather armour (54 def, 53 armour) Offalglean the hardened leather armour (54 def, 53 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +17 Physical crit. chance: +46.0% Physical power: +67 (+4 eff.) Armour: +53 Defense: +54 (+7 eff.) Fatigue: +8% Damage (Melee): 7 darkness Damage (Ranged): 8 darkness Damage when hit (Melee): 12 nature Changes stats: +8 Str / +21 Dex / +8 Mag / +15 Wil / +36 Cun Changes resistances: +36% lightning / +45% temporal / +22% darkness / +24% acid / +24% cold / +24% fire / +8% arcane / +8% physical Changes resistances penetration: +30% blight Critical mult.: +95.00% Physical save: +19 (+3 eff.) Spell save: +61 (+9 eff.) Mental save: +54 (+8 eff.) Stamina each turn: +1.00 Mana each turn: +0.08 Only die when reaching: -40.00 life Maximum mana: +160.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +8% Mindpower: +19 (+3 eff.) Mental crit. chance: +8% Defense after a teleport: +21 Resist all after a teleport: +22% New effects duration reduction after a teleport: +22% Activating this item is instant. It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 23 turns. A suit of armour made of leather. |
drakeskin leather armour 'Kilnire' (41 def, 34 armour) drakeskin leather armour 'Kilnire' (41 def, 34 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +22.0% Physical power: +19 (+1 eff.) Armour: +34 Defense: +41 (+6 eff.) Fatigue: +8% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire / 12 arcane / 20 physical Changes stats: +9 Dex / +7 Wil / +25 Cun Changes resistances: +43% acid / +30% lightning / +14% cold / +10% arcane / +33% fire Changes resistances penetration: +5% blight / +15% temporal Changes damage: +6% arcane Allows you to breathe in: water Critical mult.: +50.00% Spell save: +29 (+4 eff.) Mental save: +50 (+7 eff.) Life regen: +17.50 Stamina each turn: +1.50 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +145.00 Healing mod.: +51% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 873 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
hardened leather armour 'Bolttrail' (44 def, 31 armour) hardened leather armour 'Bolttrail' (44 def, 31 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +31 Defense: +44 (+6 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +8% Damage (Melee): 15 acid / 17 fire Damage when hit (Melee): 13 acid / 10 light / 24 blight / 12 fire / 12 arcane / 20 lightning Changes stats: +38 Str / +26 Dex / +9 Wil / +26 Cun Changes resistances: +24% lightning / +92% darkness / +46% fire / +30% acid / +43% physical / +21% blight / +80% cold / +8% arcane / +8% mind Changes resistances penetration: +30% arcane / +15% lightning Changes damage: +6% lightning Allows you to breathe in: water Critical mult.: +16.00% Physical save: +33 (+4 eff.) Spell save: +19 (+3 eff.) Mental save: +57 (+8 eff.) Poison immunity: +20% Knockback immunity: +20% Life regen: +2.80 Vim when firing critical spell: +2.00 Maximum life: +70.00 Maximum mana: +40.00 Light radius: +10 Movement speed: +20% Healing mod.: +22% Damage Shield penetration: +30% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Flashbloom the voratun plate armour (9 def, 51 armour) Flashbloom the voratun plate armour (9 def, 51 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +51 Defense: +9 (+1 eff.) Fatigue: +16% Damage (Melee): 23 acid / 21 fire Damage when hit (Melee): 16 acid / 16 fire / 12 light / 8 temporal Changes stats: +57 Str / +9 Wil / +7 Cun / +39 Con Changes resistances: +12% lightning / +3% temporal / +35% darkness / +55% fire / +71% acid / +59% physical / +15% cold / +10% arcane / +6% light Changes resistances penetration: +10% lightning / +5% temporal / +10% nature Changes damage: +24% light / +12% lightning Allows you to breathe in: water Physical save: +86 (+10 eff.) Spell save: +22 (+3 eff.) Mental save: +20 (+3 eff.) Life regen: +7.50 Maximum life: +762.00 Light radius: +4 Healing mod.: +60% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. corrosive iron shield of radiance (4 def, 2 armour, 18.5 block)corrosive iron shield of radiance (4 def, 2 armour, 18.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 12% chance to corrode armour by 30% * 14% chance to blind Changes stats: +2 Mag / +6 Con Changes resistances: +12% acid / +12% light Talent granted: +1 Block Handheld deflection devices. |
Cuthagar the Purehash (23/56, 223% power, 14 apr) Cuthagar the Purehash (23/56, 223% power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 224% Range: 1.4x Uses stats: 47% Wil, 66% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +32 Armour Penetration: +14 Crit. chance: +38.5% Capacity: 56 On weapon hit: * Slows global speed by 20% * 10% chance to crush the target * 20% chance to torment the target * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * cripple the target Damage (Ranged): +42 lightning / +26 temporal / +122 darkness / +26 gravity / +42 fire / +26 physical / +8 arcane / +26 bleed / +49 mind / +8 nature Burst (radius 1) on hit: +4 mind / +8 nature / +12 arcane Burst (radius 2) on crit: +20 lightning / +14 fire / +16 nature / +4 arcane Damage against: +52% Living When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
Gloomwake (22/22, 216% power, 18 apr) Gloomwake (22/22, 216% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 217% Range: 1.4x Uses stats: 47% Wil, 66% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +21.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 27% chance to disease * 10% chance to create an air burst * 10% chance to crush the target On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +37 darkness / +30 gravity / +8 arcane / +26 blight Burst (radius 1) on hit: +8 darkness / +20 arcane Burst (radius 2) on crit: +4 arcane Damage against: +23% Living Arrows are used with bows to pierce your foes to death. |
Healblood the quiver of dragonbone arrows (22/53, 268% power, 69 apr) Healblood the quiver of dragonbone arrows (22/53, 268% power, 69 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 269% Range: 1.4x Uses stats: 47% Wil, 66% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +114 Armour Penetration: +69 Crit. chance: +105.0% Capacity: 53 Turns elapse between self-loadings: 1 On weapon hit: * 60% chance to daze at end of turn * Slows global speed by 40% * 60% chance to blind * 10% chance to crush the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * cripple the target Travel speed: +400% Damage (Ranged): +39 lightning / +45 darkness / +60 gravity / +36 nature / +75 insidious poison / +8 light / +26 bleed / +4 arcane Burst (radius 1) on hit: +8 lightning / +12 light / +12 nature Burst (radius 2) on crit: +12 lightning / +4 nature Damage against: +30% Living Arrows are used with bows to pierce your foes to death. |
Hyroddabers the quiver of dragonbone arrows (22/131, 272% power, 99 apr) Hyroddabers the quiver of dragonbone arrows (22/131, 272% power, 99 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 272% Range: 1.4x Uses stats: 47% Wil, 66% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +99 Crit. chance: +125.0% Capacity: 131 Turns elapse between self-loadings: 0 On weapon hit: * 60% chance to disease * 40% chance to cause random gloom * 10% chance to knock the target back * 20% chance to torment the target * 10% chance to crush the target * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * cripple the target Travel speed: +1100% Damage (Ranged): +50 temporal / +132 darkness / +27 gravity / +50 fire / +30 nature / +180 physical / +8 blight / +90 mind / +51 bleed Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +20 physical / +21 fire Damage against: +30% Living When wielded/worn: Ammo reloads per turn: +11 Arrows are used with bows to pierce your foes to death. |
Isida the quiver of yew arrows (14/1141, 257% power, 91 apr) Isida the quiver of yew arrows (14/1141, 257% power, 91 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 257% Range: 1.4x Uses stats: 47% Wil, 66% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +52 Armour Penetration: +91 Crit. chance: +68.0% Capacity: 1141 Turns elapse between self-loadings: -9 On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) * 10% chance to knock the target back * Random elemental explosion * 25% chance for lightning to arc to a second target * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Travel speed: +1100% Damage (Ranged): +21 lightning / +63 temporal / +8 blight / +97 physical / +20 arcane Burst (radius 2) on crit: +8 arcane / +8 physical When wielded/worn: Ammo reloads per turn: +12 Arrows are used with bows to pierce your foes to death. |
Offalstreak (20/47, 289% power, 69 apr) Offalstreak (20/47, 289% power, 69 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 289% Range: 1.4x Uses stats: 47% Wil, 66% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +69 Crit. chance: +73.0% Capacity: 47 Turns elapse between self-loadings: -6 When this weapon hits: Epidemic (40% chance level 5). On weapon hit: * 120% chance to disease * Slows global speed by 60% * 10% chance to knock the target back * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * cripple the target Travel speed: +400% Damage (Ranged): +59 darkness / +8 nature / +56 mind / +140 blight / +86 bleed / +12 arcane / +48 physical Burst (radius 1) on hit: +16 nature Burst (radius 2) on crit: +16 nature Arrows are used with bows to pierce your foes to death. |
Ololach the Blastkiller (21/21, 251% power, 48 apr) Ololach the Blastkiller (21/21, 251% power, 48 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 252% Range: 1.4x Uses stats: 47% Wil, 66% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +48 Crit. chance: +81.0% Capacity: 21 On weapon hit: * 10% chance to knock the target back * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * cripple the target Travel speed: +400% Damage (Ranged): +44 lightning / +135 physical / +52 blight / +75 temporal / +30 nature / +90 insidious poison Burst (radius 2) on crit: +35 lightning / +8 arcane Arrows are used with bows to pierce your foes to death. |
Tempestcrypt (21/21, 227% power, 36 apr) Tempestcrypt (21/21, 227% power, 36 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 228% Range: 1.4x Uses stats: 47% Wil, 66% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +95 Armour Penetration: +36 Crit. chance: +137.0% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to corrode armour by 30% * 39% chance to cause random gloom * 20% chance to torment the target * 10% chance to stun, blind, pin, or confuse the target * 10% chance to crush the target * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +36 lightning / +144 darkness / +30 gravity / +4 nature / +90 insidious poison / +26 physical / +93 mind / +26 temporal Burst (radius 1) on hit: +4 lightning / +38 fire / +12 nature / +8 acid Burst (radius 2) on crit: +16 lightning / +16 acid Damage against: +60% Living Arrows are used with bows to pierce your foes to death. |
Thunderwar (21/49, 296% power, 90 apr) Thunderwar (21/49, 296% power, 90 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 296% Range: 1.4x Uses stats: 47% Wil, 66% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +90 Crit. chance: +176.0% Capacity: 49 Turns elapse between self-loadings: 6 On weapon hit: * 73% chance to daze at end of turn * 44% chance to cause random gloom * 40% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown * 10% chance to crush the target * 20% chance to torment the target On weapon crit: * splashes the target with acid * cripple the target * wounds the target for 7 turns: 65 bleeding, 108% reduced healing Travel speed: +800% Damage (Ranged): +16 lightning / +74 darkness / +53 gravity / +50 fire / +30 acid / +66 mind / +12 blight / +12 arcane / +15 bleed Burst (radius 1) on hit: +4 lightning / +20 temporal Burst (radius 2) on crit: +23 fire Damage against: +30% Living When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
Vorida (20/20, 263% power, 71 apr) Vorida (20/20, 263% power, 71 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 264% Range: 1.4x Uses stats: 47% Wil, 66% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +71 Crit. chance: +120.0% Capacity: 20 On weapon hit: * 56% chance to corrode armour by 30% * 10% chance to crush the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Travel speed: +600% Damage (Ranged): +16 acid / +60 gravity / +50 cold / +32 arcane / +4 blight Burst (radius 1) on hit: +8 arcane / +8 acid Burst (radius 2) on crit: +21 cold Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Eremigatir' (23/118, 275% power, 74 apr) quiver of elven-wood arrows 'Eremigatir' (23/118, 275% power, 74 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 275% Range: 1.4x Uses stats: 47% Wil, 66% Cun, 50% Mag Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +74 Crit. chance: +31.5% Capacity: 118 Turns elapse between self-loadings: -6 On weapon hit: * 60% chance to gain 10% of a turn (3/turn limit) * 60% chance to corrode armour by 30% * 10% chance to stun, blind, pin, or confuse the target * 20% chance to torment the target Travel speed: +400% Damage (Ranged): +42 lightning / +70 temporal / +127 darkness / +26 nature / +4 acid / +49 physical / +22 mind Burst (radius 1) on hit: +8 acid / +4 temporal Burst (radius 2) on crit: +20 lightning / +8 temporal / +4 mind Damage against: +75% Living Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Squalorrigor' (18/252, 301% power, 114 apr) quiver of elven-wood arrows 'Squalorrigor' (18/252, 301% power, 114 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 302% Range: 1.4x Uses stats: 47% Wil, 66% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +114 Crit. chance: +86.5% Capacity: 252 Turns elapse between self-loadings: -11 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 20% chance to disease * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * cripple the target * wounds the target for 7 turns: 65 bleeding, 108% reduced healing * splashes the target with acid Travel speed: +1100% Damage (Ranged): +26 acid / +26 temporal / +47 bleed / +23 blight / +26 cold / +26 physical Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +12 nature / +24 physical When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1332 alchemist agate 1332 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 emerald 8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Brodakan the dwarven lantern Brodakan the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +75 Physical power: +4 (+0 eff.) Armour: +4 Defense: +44 (+6 eff.) Damage when hit (Melee): 82 fire Changes stats: +8 Mag / +7 Wil / +20 Cun Changes resistances: +3% lightning / +59% darkness / +63% blight / +29% fire / +5% arcane / +17% light Changes resistances penetration: +67% all Changes damage: +27% arcane / +6% physical / +14% darkness / +15% mind Damage affinity(heal): +5% darkness Physical save: +69 (+8 eff.) Spell save: +55 (+8 eff.) Mental save: +85 (+11 eff.) Blindness immunity: +30% Stun/Freeze immunity: +5% Spellpower: +40 (+3 eff.) Spell crit. chance: +23% Light radius: +0 Infravision radius: +42 See stealth: +25 See invisible: +83 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 130 blight damage or heals 122 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eilinyldawyn EilinyldawynPowered by arcane forces Crafted by a master Infused by psionic forces -3.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Armour: +10 Defense: +12 (+1 eff.) Ranged Defense: +12 (+2 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 74 fire Changes stats: +30 Mag / +6 Wil / +4 Con Changes resistances: +42% blight / +30% fire / +60% darkness / +6% lightning Changes resistances penetration: +15% all Changes damage: +8% light / +12% mind Damage affinity(heal): +5% light Physical save: +9 (+1 eff.) Mental save: +10 (+1 eff.) Blindness immunity: +15% Pinning immunity: +15% Spellpower: +83 (+7 eff.) Spell crit. chance: +18% Mindpower: +11 (+2 eff.) Mental crit. chance: +12% Light radius: +22 Infravision radius: +20 See invisible: +44 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 104 blight damage or heals 98 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Nerema the alchemist's lamp Nerema the alchemist's lampInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Changes stats: +5 Wil Changes resistances: +15% fire / +3% cold Critical mult.: +13.00% Mental save: +3 (+0 eff.) Disease immunity: +5% Cut immunity: +15% Pinning immunity: +10% Maximum life: +52.00 Light radius: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. preserving dwarven lanternpreserving dwarven lantern Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +15% blight Life regen: +6.50 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
14 bloodstone 14 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal 7 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 ruby 12 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 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. |
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. |
Ce'Noda (24/58, 240% power, 41 apr) Ce'Noda (24/58, 240% power, 41 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 240% Range: 1.2x Uses stats: 50% Mag, 116% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +41 Crit. chance: +43.0% Capacity: 58 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 90% chance to disease * 57% chance to gain 10% of a turn (3/turn limit) * 57% chance to cause random gloom * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Travel speed: +600% Damage (Ranged): +20 temporal / +20 darkness / +20 acid / +52 blight / +14 physical / +113 insidious poison Burst (radius 1) on hit: +16 blight Damage against: +20% Living When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
Infernofury (17/17, 207% power, 11 apr) Infernofury (17/17, 207% power, 11 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 207% Range: 1.2x Uses stats: 50% Mag, 116% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Crit. chance: +19.5% Capacity: 17 When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 11% chance to disease * 10% chance to stun, blind, pin, or confuse the target * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Travel speed: +400% Damage (Ranged): +18 lightning / +22 temporal / +22 darkness / +4 fire / +11 nature / +30 insidious poison / +17 physical / +11 blight / +36 cold / +20 mind Burst (radius 1) on hit: +8 fire / +16 physical Burst (radius 2) on crit: +9 lightning / +17 cold When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
Shadelace the pouch of voratun shots (22/729, 259% power, 65 apr) Shadelace the pouch of voratun shots (22/729, 259% power, 65 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 259% Range: 1.2x Uses stats: 50% Mag, 116% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +65 Crit. chance: +19.0% Capacity: 729 Turns elapse between self-loadings: -13 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease * 40% chance to inflict 15% damage reduction * Random elemental explosion * 20% chance to torment the target * 10% chance to knock the target back Travel speed: +400% Damage (Ranged): +72 darkness / +20 blight / +56 physical / +33 mind Burst (radius 1) on hit: +16 light / +49 fire Damage against: +12% Living When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Chamustir' (23/23, 277% power, 30 apr) pouch of voratun shots 'Chamustir' (23/23, 277% power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 278% Range: 1.2x Uses stats: 50% Mag, 116% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +22 Armour Penetration: +30 Crit. chance: +89.0% Capacity: 23 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease * 40% chance to gain 10% of a turn (3/turn limit) * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown * 10% chance to crush the target * Random elemental explosion * 20% chance to torment the target On weapon crit: * cripple the target Travel speed: +400% Damage (Ranged): +23 temporal / +50 darkness / +20 gravity / +15 physical / +18 blight / +12 arcane / +20 mind Burst (radius 1) on hit: +4 temporal / +16 arcane / +25 fire Burst (radius 2) on crit: +8 mind / +4 temporal Damage against: +17% Living Shots are used with slings to pummel your foes to death. |
Bregevon the iron torque of clear mind [power 1] (9 cooldown) Bregevon the iron torque of clear mind [power 1] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Physical crit. chance: +1.0% Defense: +9 (+1 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +2 Str Physical save: +3 (+1 eff.) Life regen: +0.40 Maximum stamina: +5.00 It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
Striketrencher [power 1] (9 cooldown) Striketrencher [power 1] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 16 lightning Changes resistances: +9% blight / +3% lightning Changes resistances penetration: +5% blight Changes damage: +9% lightning Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws It can be used to remove up to 1 poisons or diseases from a target within range 13 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. volcanic dragonbone wand of trap destruction [power 125] (14 cooldown)volcanic dragonbone wand of trap destruction [power 125] (14 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +5 Volcano It can be used to disarm traps (125 bonus disarm power, based on Magic) along a range 6 line, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 diamond 7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 amber 11 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Realliin the Cornac Adventurer level 135
62nd Haze 122nd year of Ascendancy at 21:01 see stats
By Realliin the Cornac Adventurer level 76
56th Dusk 122nd year of Ascendancy at 04:57 see stats
By Realliin the Cornac Adventurer level 118
75th Dusk 122nd year of Ascendancy at 14:39 see stats
By Realliin the Cornac Adventurer level 186
1st Decay 122nd year of Ascendancy at 23:32 see stats
By Realliin the Cornac Adventurer level 176
77th Haze 122nd year of Ascendancy at 12:55 see stats
By Realliin the Cornac Adventurer level 113
71st Dusk 122nd year of Ascendancy at 18:13 see stats
By Realliin the Cornac Adventurer level 200
13rd Regrowth 123rd year of Ascendancy at 04:57 see stats
By Realliin the Cornac Adventurer level 167
73rd Haze 122nd year of Ascendancy at 04:10 see stats
By Realliin the Cornac Adventurer level 116
75th Dusk 122nd year of Ascendancy at 14:36 see stats
By Realliin the Cornac Adventurer level 74
55th Dusk 122nd year of Ascendancy at 22:08 see stats
By Realliin the Cornac Adventurer level 47
49th Dusk 122nd year of Ascendancy at 09:40 see stats
By Realliin the Cornac Adventurer level 200
19th Regrowth 123rd year of Ascendancy at 02:29 see stats
By Realliin the Cornac Adventurer level 76
56th Dusk 122nd year of Ascendancy at 04:32 see stats
By Realliin the Cornac Adventurer level 195
2nd Decay 122nd year of Ascendancy at 00:10 see stats
By Realliin the Cornac Adventurer level 12
4th Mirth 122nd year of Ascendancy at 20:26 see stats
By Realliin the Cornac Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Realliin the Cornac Adventurer level 20
11st Dusk 122nd year of Ascendancy at 07:00 see stats
By Realliin the Cornac Adventurer level 30
40th Dusk 122nd year of Ascendancy at 14:01 see stats
By Realliin the Cornac Adventurer level 40
43rd Dusk 122nd year of Ascendancy at 15:51 see stats
By Realliin the Cornac Adventurer level 50
49th Dusk 122nd year of Ascendancy at 18:02 see stats
By Realliin the Cornac Adventurer level 200
15th Regrowth 123rd year of Ascendancy at 15:43 see stats
By Realliin the Cornac Adventurer level 76
61st Dusk 122nd year of Ascendancy at 07:30 see stats
By Realliin the Cornac Adventurer level 25
11st Dusk 122nd year of Ascendancy at 20:37 see stats
By Realliin the Cornac Adventurer level 47
49th Dusk 122nd year of Ascendancy at 09:40 see stats
By Realliin the Cornac Adventurer level 38
43rd Dusk 122nd year of Ascendancy at 06:56 see stats
By Realliin the Cornac Adventurer level 168
73rd Haze 122nd year of Ascendancy at 06:31 see stats
By Realliin the Cornac Adventurer level 200
6th Allure 123rd year of Ascendancy at 11:38 see stats
By Realliin the Cornac Adventurer level 200
17th Regrowth 123rd year of Ascendancy at 01:41 see stats
By Realliin the Cornac Adventurer level 14
5th Mirth 122nd year of Ascendancy at 13:45 see stats
By Realliin the Cornac Adventurer level 76
56th Dusk 122nd year of Ascendancy at 04:57 see stats
By Realliin the Cornac Adventurer level 62
52nd Dusk 122nd year of Ascendancy at 04:33 see stats
By Realliin the Cornac Adventurer level 41
46th Dusk 122nd year of Ascendancy at 17:33 see stats
By Realliin the Cornac Adventurer level 51
49th Dusk 122nd year of Ascendancy at 19:36 see stats
By Realliin the Cornac Adventurer level 76
56th Dusk 122nd year of Ascendancy at 06:04 see stats
By Realliin the Cornac Adventurer level 19
3rd Dusk 122nd year of Ascendancy at 02:46 see stats
By Realliin the Cornac Adventurer level 115
75th Dusk 122nd year of Ascendancy at 07:17 see stats
Log
Realliin's Earthen Missiles performs a melee critical strike against Adubeth the runed bone giant!
Realliin's Earthen Missiles performs a melee critical strike against Adubeth the runed bone giant!
Realliin's Earthen Missiles performs a melee critical strike against Adubeth the runed bone giant!
Realliin's Earthen Missiles performs a melee critical strike against Adubeth the runed bone giant!
Adubeth the runed bone giant shrugs off the critical damage!
Realliin's Earthen Missiles performs a melee critical strike against Adubeth the runed bone giant!
Adubeth the runed bone giant shrugs off the critical damage!
Realliin's Earthen Missiles performs a melee critical strike against Adubeth the runed bone giant!
Realliin's Earthen Missiles performs a melee critical strike against Adubeth the runed bone giant!
Realliin's Earthen Missiles performs a melee critical strike against Adubeth the runed bone giant!
Adubeth the runed bone giant shrugs off the critical damage!
Realliin's Earthen Missiles performs a melee critical strike against Adubeth the runed bone giant!
Realliin's Earthen Missiles performs a melee critical strike against Adubeth the runed bone giant!
Adubeth the runed bone giant shrugs off the critical damage!
Realliin deactivates Beyond the Flesh.
Realliin deactivates Arcane Combat.
Realliin deactivates Abyssal Shield.
Realliin deactivates Deflection.
Realliin deactivates Mitosis.
Realliin deactivates Elemental Harmony.
Realliin deactivates Crystalline Focus.
Realliin deactivates Thermal Shield.
Realliin deactivates Stalk.
Realliin deactivates Augmentation.
Realliin deactivates Kinetic Shield.
Realliin deactivates Arcane Feed.
Realliin deactivates Reality Smearing.
Realliin is no longer surging arcane power.
Realliin deactivates Chant of Fortress.
Realliin deactivates Defensive Posture.