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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Bristlebarb 1.6.7DescriptionThis addon adds the Bristlebarb as a playable class. Bristlebarbs use no weapons but are covered in a living bramble that they can control. They use a special resource : thorns. 5 unique class trees (1 locked) : 1 Unique generic tree (locked) : Bristlebarbs can not appear on NPC. DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&p=239099 Creditshttp://game-icons.net/ for all the talent and effect icons. https://opengameart.org/content/painterly-spell-icons-part-2 for the class icon and a couple others. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.0 : 0.10.2 : 0.10.1 : 0.10.0 : 0.9.4 : 0.9.3 : 0.9.2 : 0.9.1 : Demonologist: ReSeeded 1.6.7A full redesign of the Demonologist class, featuring rewritten flavour text, enhanced QoL, some enhanced visuals, and many, many balance and design changes to talents intended to reduce tedium and enhance gameplay diversity while holding true to Demonologist's core gameplay as a heavily-armored melee/caster hybrid. Features include: An entirely new talent tree: Bloodbinding, replacing Combat Techniques and Combat Veteran. Lay down hexing circles to strip foes' strength and restore your stamina, and go for their throats with a deadly gap closer that strikes without fail! No more tedious sustain management: Osmosis Shield, Rain of Fire, and similar talents have all been reworked so that they only drain your Vim when they directly take effect, preserving their functionality while removing the need to manually toggle them off and on to conserve your limited reserves of Vim! Enhanced demon seed management: Demon seeds are now automatically replaced when you acquire a new seed of the same type but greater level, and cleaning all the outdated seeds from your inventory is as quick and easy as pushing a button! Seed descriptions are now more verbose, giving a short explanation of what equipped talents actually do! Rebalanced and redesigned talents: Every single one of Demonologist's unique trees and talents has been given a revamp to improve midfight utility, reduce tedious prebuffing, streamline awkward mechanics, focus their damage output, and provide more sensible scaling that rewards investment in specific aspects of the class! Poor talents have been buffed, broken talents fixed, and centralisation has been moved away from just a few extremely strong skills to a wide array of potential build options, all while preserving the class's core ethos as a spellslinging melee fighter that refuses to die no matter how much punishment it takes! Massively redesigned demon seeds: Ring seed effects are much more diverse, and all other seeds have been rebalanced as well, with improved or all-new effects on the vast majority of seeds. Demon seed talents have been given the same balance and design pass as those of the core class, giving enhanced functionality while maintaining the same wild variety of diabolical techniques to respin the class's basic gameplay! And many more! A (mostly) comprehensive list of changes from basegame can be perused in basegame_changes.txt within the .team file. Truth has many facets, adventurer. Those who walk in darkness can see the light all the more starkly. Ashes of Urh'Rok 1.6.7Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Yeek |
Class | Berserker |
Level / Exp | 50 / 19% |
Size | medium |
Lifes / Deaths | Killed by The Master at level 33 on the 72nd Haze 122nd year of Ascendancy at 14:19 4 / 3Killed by Poluwe the naga myrmidon at level 38 on the 69th Regrowth 123rd year of Ascendancy at 06:46 Killed by Lil Stinker the Fourth's Inner Demon at level 46 on the 1st Mirth 123rd year of Ascendancy at 07:11 |
Antimagic | Follower |
Primary Stats
Strength | 120 (base 57) |
Dexterity | 61 (base 51) |
Constitution | 67 (base 65) |
Magic | 16 (base 12) |
Willpower | 67 (base 27) |
Cunning | 38 (base 14) |
Resources
Life | 1639/1639 |
Psi | 157/157 |
Stamina | 330/330 |
Equilibrium | 30 |
Healing Factor | 1.8607594936708 |
Regeneration | 19.624753110946 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 278 |
Accuracy | 61 |
Crit Chance | 57% |
APR | 43 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Nature | +57% |
Cold | +15% |
Mind | +16% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
All | 0% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 40 |
Mental Save | 39 |
Defense: Resistances
Acid | + 29%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 36%( 70%) |
All | + 15%( 70%) |
Lightning | + 20%( 70%) |
Temporal | + 23%( 70%) |
Darkness | + 25%( 70%) |
Mind | + 23%( 70%) |
Fire | + 36%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 52% |
Disarm Resistance | 0% |
Silence Resistance | 17% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 801 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -902 life. The duration and life will increase by 1% for every 1% life you have lost (currently 902 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 728% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Combat techniques | 1.60 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Berserker Rage |
talent | Shattering Impact |
talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+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 Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 910. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 bloated horror heart. * You've found the needed electric eel tail. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | 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* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Tool | ![]() Requires: - Level 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +16 Damage when hit (Melee): 4 mind Changes stats: +7 Str / +2 Dex Changes resistances: +15% nature / +15% fire Changes resistances penetration: +10% physical Changes damage: +7% nature Critical mult.: +10.00% Physical save: +12 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +14 (+5 eff.) Psi when hit: +0.16 Maximum life: +83.00 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 26 cooldown : Effective talent level: 6.4 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +117 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
Around waist | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes stats: +6 Dex / +6 Cun / +3 Con / +10 Lck Changes resistances: +6% acid / +9% temporal / +5% arcane / +6% lightning Changes damage: +6% mind Critical mult.: +15.00% Reduces incoming crit damage: 5.00% Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +15 (+5 eff.) Life regen: +2.90 Mindpower: +9 (+3 eff.) Infravision radius: +6 See invisible: +9 Healing mod.: +30% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+4 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 40 power out of 60/60) : Effective talent level: 2.0 Power cost: 40 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 3 turns and dealing 73.0 Physical damage each turn. The duration and damage improve with Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 151.00 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 cold Changes resistances: +9% mind / +10% fire / +12% darkness / +10% cold Disease immunity: +20% Stun/Freeze immunity: +20% Maximum life: +80.00 Healing mod.: +20% A cap made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 302 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 391 damage for 5 turns. Its effects scale with your Magic 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 spell talent. This item has been sent to the Item's Vault. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+6 eff.) Fatigue: -10% Changes stats: +2 Cun Changes resistances: +25% nature / +23% blight Changes resistances cap: +6% all Changes resistances penetration: +10% cold Physical save: +24 (+8 eff.) Spell save: +3 (+1 eff.) Poison immunity: +48% Disease immunity: +50% Cut immunity: +80% Silence immunity: +10% Knockback immunity: +20% Teleport immunity: +20% Life regen: +9.00 Mental crit. chance: +1% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 326 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 13% Damage when hit (Melee): 6 lightning Changes resistances: +18% lightning Changes resistances penetration: +25% lightning Changes damage: +12% cold Talent masteries: +0.25 Cunning / Survival +0.25 Technique / Two-handed assault Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +20 Changes stats: +10 Str / +20 Dex / +10 Wil / +8 Cun Changes resistances: +6% lightning / +3% fire / +6% arcane / +6% temporal Changes resistances penetration: +10% mind Critical mult.: +20.00% Spell save: +15 (+5 eff.) Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mental crit. chance: +1% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Con Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +21% Light radius: +2 Infravision radius: +1 See invisible: +9 Amulets can have magical properties. |
![]() Requires: - Level 25 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+3 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 3 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. This item has been sent to the Item's Vault. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +19 Fatigue: -10% Effects on melee hit: * 10 arcane resource burn Changes stats: +10 Str / +6 Wil Changes resistances: +6% blight / +9% light / +6% lightning Changes resistances penetration: +10% lightning Changes damage: +6% darkness Critical mult.: +20.00% Spell save: +9 (+3 eff.) Mental save: +12 (+4 eff.) Confusion immunity: +25% Life regen: +5.00 Mindpower: +14 (+5 eff.) Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +3 Wil / +2 Cun / +4 Con Changes resistances: +23% mind / +9% darkness Confusion immunity: +32% See invisible: +18 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to slow global speed by 59% Changes stats: +8 Dex Changes resistances: +6% blight / +9% cold / +30% mind / +6% light Critical mult.: +5.00% Physical save: +24 (+8 eff.) Spell save: +22 (+7 eff.) Mental save: +25 (+9 eff.) Blindness immunity: +40% Confusion immunity: +47% Maximum hate: +4.00 Infravision radius: +8 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (108). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+6 eff.) Changes stats: +6 Cun Changes resistances: +15% temporal / +5% physical Changes resistances cap: +7% all Changes resistances penetration: +20% mind Physical save: +25 (+9 eff.) Mana each turn: +0.08 Maximum life: +100.00 Maximum hate: +4.00 Spellpower: +15 (+4 eff.) Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to slow global speed by 59% Damage when hit (Melee): 2 lightning Changes stats: +3 Cun / +6 Con Changes resistances: +25% fire / +28% cold / +27% darkness / +27% light Changes damage: +9% mind Physical save: +41 (+13 eff.) Spell save: +24 (+8 eff.) Mental save: +25 (+9 eff.) Blindness immunity: +50% Life regen: +11.00 Maximum life: +54.00 Mental crit. chance: +7% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +18 (+8 eff.) Changes stats: +10 Dex / +17 Lck / +10 Con Changes resistances: +3% cold / +6% temporal / +12% nature / +3% mind Reduces incoming crit damage: 5.00% Physical save: +25 (+9 eff.) Spell save: +25 (+8 eff.) Mental save: +23 (+8 eff.) Confusion immunity: +10% Stun/Freeze immunity: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +4 Cun / +3 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +27 (+6 eff.) Fatigue: -10% Changes stats: +10 Cun / +16 Dex Changes resistances: +3% blight / +12% lightning Reduces incoming crit damage: 10.00% Maximum encumbrance: +40 Disease immunity: +10% Pinning immunity: +24% Life regen: +22.00 Hate when firing a critical mind attack: +4.00 Maximum life: +100.00 Mental crit. chance: +3% Healing mod.: +19% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+8 eff.) Armour penetration: +17 Defense: +16 (+7 eff.) Changes stats: +5 Str / +10 Dex / +12 Cun Changes resistances: +38% lightning / +3% temporal / +43% fire / +6% arcane / +3% nature Changes damage: +19% lightning / +20% fire / +3% darkness Reduces incoming crit damage: 5.00% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +20 Effects on melee hit: * 10% chance to reduce armor by 13% Changes stats: +18 Str / +8 Wil / +8 Cun / +9 Con Changes resistances: +15% blight / +6% temporal / +24% nature / +15% lightning Changes damage: +9% fire Poison immunity: +30% Disease immunity: +30% Mindpower: +10 (+4 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 light Changes resistances: +40% lightning / +40% cold / +6% light / +12% fire Changes damage: +20% lightning / +20% cold Physical save: +18 (+6 eff.) Spell save: +21 (+7 eff.) Mental save: +18 (+6 eff.) Life regen: +18.00 Maximum life: +89.00 Light radius: +2 Healing mod.: +20% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +15 (+3 eff.) Armour: +12 Defense: +15 (+7 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Damage (Melee): 33 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 31 Damage (Ranged): 25 physical Changes stats: +6 Str / +3 Dex / +2 Mag / +8 Wil / +17 Cun Life regen: +20.00 Hate when firing a critical mind attack: +2.00 Only die when reaching: -20.00 life Maximum life: +100.00 Maximum hate: +15.00 Mindpower: +15 (+5 eff.) Healing mod.: +20% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +17 Defense: +26 (+11 eff.) Fatigue: -10% Changes stats: +2 Str / +8 Wil / +7 Cun Changes resistances: +6% lightning / +6% cold / +40% nature / +6% fire Changes damage: +20% nature Maximum encumbrance: +37 Spell save: +6 (+2 eff.) Cut immunity: +24% Pinning immunity: +24% Mindpower: +11 (+4 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 10 cooldown : Effective talent level: 2.0 Power cost: 10 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. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Physical power: +19 (+4 eff.) Armour: +20 Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 31 Damage (Ranged): 22 physical Damage when hit (Melee): 2 physical Changes stats: +10 Str / +8 Dex / +12 Cun Changes resistances: +3% light Changes resistances penetration: +10% physical Changes damage: +6% mind / +8% all Critical mult.: +23.66% Spell save: +9 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +20 (+6 eff.) Mindpower: +20 (+7 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% cold / +12% physical Changes damage: +11% cold / +3% light / +12% physical Physical save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Mindpower: +10 (+4 eff.) Rings can have magical properties. |
![]() Requires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. This item has been sent to the Item's Vault. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 59% * 10% chance to reduce armor by 13% Changes stats: +10 Str / +16 Con Changes resistances: +31% acid / +6% arcane / +12% mind Changes damage: +14% acid / +3% fire / +12% mind Spell save: +20 (+6 eff.) Stun/Freeze immunity: +50% Life regen: +8.00 Maximum stamina: +35.00 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +5 Str / +5 Con Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +6 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +5 Str / +5 Con Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 6.4 Power cost: 40 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 54% for 5 turns. Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +20 Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +16 Changes stats: +8 Str / +10 Dex / +5 Wil / +7 Cun / +6 Con Changes resistances: +15% lightning / +9% cold Spell save: +24 (+8 eff.) Mental save: +14 (+5 eff.) Confusion immunity: +50% Maximum stamina: +40.00 Light radius: +2 Rings can have magical properties. |
![]() Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 192.78 fire damage, and flames will be left dealing a further 44.99 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 35 arcane resource burn Damage (Melee): +28 nature When wielded/worn: Accuracy: +35 (+8 eff.) Armour penetration: +42 Physical crit. chance: +21.0% Effects on melee hit: * 24 arcane resource burn Damage when hit (Melee): 2 nature Changes resistances: +18% acid Changes resistances penetration: +21% all Changes damage: +18% light Critical mult.: +34.00% Spell save: +12 (+4 eff.) Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Dex Changes resistances: +9% lightning / +3% cold / +3% light / +9% temporal Changes damage: +3% darkness Combat speed: +10% Massive two-handed battleaxes. |
![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+4 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 3.24 acid and 3.24 blight damage. If not cleared after five turns it will inflict 18.38 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. This item has been sent to the Item's Vault. |
![]() Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Dex, 20% Str Damage type: Light Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Changes resistances penetration: +0% light Changes damage: +0% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. This item has been sent to the Item's Vault. |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 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. Base power: 91.5 - 137.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 34 arcane resource burn * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +8 light Damage (radius 1) on hit: +8 light / +12 lightning Damage (radius 2) on crit: +63 lightning / +63 cold When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 59% Changes resistances: +3% acid / +12% temporal / +6% light Changes resistances penetration: +33% lightning / +35% cold Changes damage: +6% fire Movement speed: +69% Massive two-handed mauls. This item has been sent to the Item's Vault. |
![]() Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to reduce strength, dexterity, and constitution by 5 * Blasts creatures in a radius 1 shockwave around your target for 190.00 to 570.00 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other creatures within radius 4), dealing 485.00 to 970.00 physical damage (based on Strength) to each Activation costs 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. This item has been sent to the Item's Vault. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Deals 87 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage against: +42% Unnatural When wielded/worn: Accuracy: +27 (+6 eff.) Armour penetration: +20 Changes stats: +2 Wil Changes resistances: +3% temporal / +6% cold Changes resistances penetration: +20% nature / +21% physical Light radius: +3 See invisible: +6 Massive two-handed mauls. This item has been sent to the Item's Vault. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 76.0 - 114.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Armour: +4 Defense: +21 (+9 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% acid / +9% temporal Changes resistances penetration: +15% nature Changes damage: +3% mind Critical mult.: +49.00% Physical save: +6 (+2 eff.) Disarm immunity: +64% Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +27 nature Damage (radius 2) on crit: +49 acid / +37 nature When wielded/worn: Accuracy: +35 (+8 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Effects on melee hit: * 24% chance to slow global speed by 59% Changes stats: +10 Dex Changes resistances: +18% fire Changes resistances penetration: +33% acid / +10% fire / +35% nature / +15% mind Life regen: +4.00 Maximum life: +60.00 Combat speed: +10% Massive two-handed mauls. |
![]() 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. Base power: 65.0 - 97.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 31 * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +8 fire / +26 nature Damage (radius 1) on hit: +16 light When wielded/worn: Accuracy: +33 (+8 eff.) Armour penetration: +21 Physical power: +20 (+4 eff.) Damage when hit (Melee): 4 fire Changes stats: +10 Con Changes resistances: +12% light / +6% darkness Changes resistances penetration: +20% physical / +20% all Disarm immunity: +46% Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 31 On weapon crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +27 nature Damage (radius 2) on crit: +126 fire When wielded/worn: Accuracy: +31 (+7 eff.) Armour penetration: +20 Physical crit. chance: +21.0% Physical power: +16 (+4 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% temporal / +9% mind / +3% cold Changes resistances penetration: +34% fire / +15% mind / +20% all Global speed: +15% Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces 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. Base power: 89.0 - 133.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +4 mind Damage against: +24% Unnatural When wielded/worn: Changes stats: +2 Str / +1 Dex / +1 Wil Changes resistances: +12% cold Critical mult.: +15.00% Mindpower: +10 (+4 eff.) Light radius: +1 Massive two-handed mauls. This item has been sent to the Item's Vault. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +119 lightning / +121 cold When wielded/worn: Accuracy: +31 (+7 eff.) Effects on melee hit: * 24% chance to slow global speed by 59% Changes stats: +13 Dex / +19 Wil / +16 Con Changes resistances: +3% lightning / +6% fire / +6% arcane / +6% acid Changes resistances penetration: +66% lightning / +52% cold Maximum life: +153.00 Infravision radius: +4 Movement speed: +140% Combat speed: +10% Massive two-handed mauls. |
![]() Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Changes stats: +3 Mag / +3 Wil Spellpower: +9 (+3 eff.) Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 13% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +8 light / +4 nature Damage (radius 2) on crit: +8 light When wielded/worn: Changes resistances: +6% light Changes damage: +6% acid / +12% light Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.5 - 130.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 24% chance to reduce all saves and defense by 31 Damage (Melee): +56 nature When wielded/worn: Physical power: +20 (+4 eff.) Changes stats: +10 Con Changes resistances: +3% light / +9% blight Changes resistances penetration: +20% physical Reduces incoming crit damage: 17.75% Physical save: +3 (+1 eff.) Spell save: +6 (+2 eff.) Disarm immunity: +62% Life regen: +4.00 Massive two-handed swords. |
![]() Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 30.5 - 48.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +10 fire Massive two-handed swords. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 16 arcane resource burn Massive two-handed swords. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +14% physical Disarm immunity: +28% Massive two-handed swords. |
![]() Requires: - 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. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% Damage (radius 1) on hit: +16 physical When wielded/worn: Accuracy: +23 (+5 eff.) Physical crit. chance: +17.0% Armour: +8 Ammo reloads per turn: +10 Changes stats: +3 Str / +9 Mag Changes resistances penetration: +31% physical / +15% temporal Changes damage: +18% physical / +14% temporal Talent mastery: +0.30 Chronomancy / Bow Threading 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. This item has been sent to the Item's Vault. |
![]() Requires: - 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. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * 10% chance to slow global speed by 59% Damage (Ranged): +29 acid / +12 nature When wielded/worn: Accuracy: +44 (+11 eff.) Armour penetration: +23 Physical crit. chance: +11.0% Changes stats: +3 Str / +3 Mag Changes resistances penetration: +23% all Changes damage: +33% acid / +6% nature Spell save: +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+7 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +7 blight When wielded/worn: Disease immunity: +10% Sharp, long, and deadly. |
![]() Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (radius 2) on crit: +16 fire Damage against: +30% Unnatural When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 59% Damage (Melee): 7 lightning / 10 physical / 9 cold / 10 acid / 10 fire Changes stats: +4 Cun / +4 Wil Changes resistances: +9% lightning / +19% physical / +12% darkness / +6% temporal / +9% fire / +6% cold / +10% acid Changes resistances penetration: +10% physical Changes damage: +10% physical Talent granted: +1 Attune Mindstar Mental save: +19 (+7 eff.) Maximum psi: +50.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 24% chance to slow global speed by 59% Damage (radius 1) on hit: +12 cold When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage (Melee): 27 lightning Changes stats: +13 Str / +13 Dex / +14 Mag / +14 Wil / +13 Cun / +15 Con Changes resistances: +10% blight / +9% darkness / +33% lightning Changes resistances penetration: +37% lightning Changes damage: +10% nature / +40% lightning Talent granted: +1 Attune Mindstar Disease immunity: +25% Life regen: +2.00 Stamina each turn: +2.00 Only die when reaching: -20.00 life Maximum life: +50.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Damage (Melee): 20 fire Changes stats: +8 Cun Changes resistances: +9% blight / +14% fire / +3% nature Changes resistances penetration: +20% fire Changes damage: +20% lightning / +41% fire / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Critical mult.: +25.00% Spell save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Maximum life: +46.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Global speed: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Damage (Melee): 20 fire Changes stats: +3 Con / +5 Wil Changes resistances: +10% blight / +15% fire Changes resistances penetration: +20% fire Changes damage: +41% lightning / +37% fire / +10% nature / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Spell save: +10 (+3 eff.) Poison immunity: +20% Disease immunity: +22% Stamina each turn: +3.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Global speed: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Deals 87 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +4 darkness When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% blight / +6% nature / +10% all Changes resistances penetration: +9% acid / +10% physical / +10% fire / +10% mind / +8% cold Changes damage: +13% acid / +10% physical / +3% darkness / +15% fire / +15% cold Talent mastery: +0.10 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Spell save: +3 (+1 eff.) Life regen: +1.90 Maximum life: +27.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +42 Max wilder summons: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 acid When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 24% chance to reduce armor by 13% Damage (Melee): 20 physical Changes resistances: +12% lightning / +19% physical / +6% cold Changes resistances penetration: +10% acid / +28% physical / +10% cold / +10% fire Changes damage: +15% acid / +30% physical / +15% cold / +9% nature / +15% fire Talent granted: +1 Attune Mindstar Mental save: +3 (+1 eff.) Confusion immunity: +24% Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +5.00 Mindpower: +22 (+8 eff.) Mental crit. chance: +15% Heals friendly targets nearby when you use a nature summon: +41 Max wilder summons: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+5 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 139.16 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 59% When wielded/worn: Armour: +18 Damage (Melee): 8 lightning / 8 physical / 10 fire / 30 cold / 10 acid Damage when hit (Melee): 6 nature Changes resistances: +10% lightning / +9% physical / +3% darkness / +10% blight / +30% cold / +22% acid / +16% fire Changes resistances penetration: +20% cold Changes damage: +16% nature / +20% cold Talent granted: +1 Attune Mindstar Spell save: +12 (+4 eff.) Disease immunity: +25% Life regen: +2.00 Maximum life: +40.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +29% Unnatural When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Damage (Melee): 10 lightning / 10 physical / 10 cold / 8 acid / 10 fire Changes stats: +8 Cun Changes resistances: +10% lightning / +10% physical / +15% light / +10% blight / +8% fire / +10% cold / +10% acid Changes damage: +9% nature Talent granted: +1 Attune Mindstar Critical mult.: +25.00% Spell save: +6 (+2 eff.) Disease immunity: +25% Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Healing mod.: +24% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). Travel speed: +100% Damage (radius 2) on crit: +12 acid When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +10.0% Ammo reloads per turn: +4 Changes stats: +2 Str / +3 Dex / +3 Mag Changes resistances penetration: +17% physical Changes damage: +13% arcane Critical mult.: +5.00% Spellpower: +8 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. This item has been sent to the Item's Vault. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +13 (+6 eff.) Damage when hit (Melee): 8 lightning Changes stats: +14 Con Changes resistances: +6% acid / +3% light / +6% mind Changes resistances penetration: +20% lightning Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Reduces incoming crit damage: 17.75% Blindness immunity: +24% Life regen: +3.50 Spellpower: +32 (+9 eff.) Spell crit. chance: +20% Light radius: +5 Healing mod.: +57% 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 39.02 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +4.0% Defense: +10 (+5 eff.) Changes stats: +14 Con Changes resistances penetration: +15% mind Changes damage: +30% acid / +18% physical Talent granted: +1 Command Staff Critical mult.: +40.00% Life regen: +3.70 Spellpower: +35 (+10 eff.) Spell crit. chance: +32% Healing mod.: +53% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Damage when hit (Melee): 10 nature Changes stats: +4 Mag / +3 Wil Changes resistances penetration: +15% nature Changes damage: +30% lightning / +6% nature Talent granted: +1 Command Staff Physical save: +21 (+7 eff.) Spell save: +19 (+6 eff.) Mental save: +23 (+8 eff.) Maximum mana: +27.00 Spellpower: +26 (+8 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+8 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +17 Defense: +18 (+8 eff.) Changes stats: +2 Str / +3 Dex / +4 Cun Maximum wards: +6 lightning Changes damage: +25% lightning / +9% arcane Talents granted: +6 Ward +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Str / +15 Con Changes resistances: +6% acid / +9% temporal / +5% arcane Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +19.00% Life regen: +2.70 Spellpower: +35 (+10 eff.) Spell crit. chance: +20% Infravision radius: +3 See invisible: +21 Healing mod.: +55% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Changes stats: +28 Mag / +18 Wil / +30 Cun / +11 Con Changes resistances penetration: +15% physical Changes damage: +30% light / +6% acid Talent granted: +1 Command Staff Critical mult.: +27.00% N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Spellpower on spell critical (stacks up to 3 times): +10 Only die when reaching: -80.00 life Maximum hate: +10.00 Maximum vim: +36.00 Maximum neg.energy: +46.00 Spellpower: +32 (+9 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() 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. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Defense: +12 (+6 eff.) Maximum wards: +3 darkness Changes resistances penetration: +10% arcane / +15% temporal Changes damage: +6% temporal / +6% arcane / +30% darkness Talents granted: +5 Ward +1 Command Staff Critical mult.: +35.00% Physical save: +15 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +15 (+5 eff.) Maximum mana: +40.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +25% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +7.0% Physical power: +11 (+3 eff.) Changes resistances: +6% lightning Changes resistances penetration: +20% cold Changes damage: +3% lightning / +21% cold / +25% darkness Talent granted: +1 Command Staff Mana each turn: +0.26 Maximum mana: +71.00 Spellpower: +19 (+6 eff.) Spell crit. chance: +7% Talent on hit(spell): Drain (10% chance level 3). Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+6 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 3.0 Power cost: 60 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 95.29. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+6 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+2 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 27.41 physical damage, and inflicting bleeding for another 13.71 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. This item has been sent to the Item's Vault. |
![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 nature Changes stats: +6 Dex / +9 Wil / +13 Cun Changes resistances: +15% acid / +12% lightning / +6% arcane / +14% blight Changes damage: +3% mind Damage against: +27% Summoned Reduced damage from: +42% Summoned Critical mult.: +11.00% Equilibrium when hit: +0.08 Mental crit. chance: +10% A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Fatigue: -5% Changes stats: +1 Str / +1 Dex Changes resistances: +2% physical Changes resistances penetration: +5% physical Changes damage: +6% darkness Critical mult.: +5.00% Maximum encumbrance: +22 A belt that goes around your waist. |
![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +14 (+3 eff.) Changes stats: +6 Str / +6 Dex / +6 Cun / +12 Con Changes resistances: +15% acid / +6% nature / +6% arcane / +15% blight Changes damage: +6% physical Physical save: +15 (+5 eff.) Mental save: +13 (+5 eff.) Disease immunity: +10% Cut immunity: +24% Life regen: +4.73 Maximum stamina: +35.50 Mindpower: +9 (+3 eff.) Mental crit. chance: +13% Size category: +1 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Con Changes resistances penetration: +10% light Changes damage: +9% light / +12% cold Maximum life: +44.00 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +20 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 59% Changes stats: +8 Str / +3 Dex / +8 Wil / +8 Cun / +6 Con Changes resistances: +6% acid / +6% nature Changes damage: +3% mind Damage against: +45% Summoned Reduced damage from: +45% Summoned Critical mult.: +15.00% Physical save: +15 (+5 eff.) Life regen: +3.10 Mindpower: +5 (+2 eff.) Healing mod.: +30% Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Dex / +3 Wil / +4 Cun Mental save: +8 (+3 eff.) Maximum life: +41.00 Mental crit. chance: +10% A belt that goes around your waist. |
![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% acid / +6% blight Maximum life: +30.00 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 24% chance to slow global speed by 59% Changes stats: +7 Str / +7 Dex / +6 Wil / +7 Cun Changes resistances: +14% lightning / +15% temporal / +6% arcane Changes damage: +12% acid / +15% light Physical save: +17 (+6 eff.) Spell save: +35 (+11 eff.) Mental save: +20 (+7 eff.) Life regen: +3.60 Healing mod.: +26% Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +12% cold / +9% light / +3% mind Physical save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 32.13 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +4 Str / +2 Dex / +3 Wil Changes resistances penetration: +10% physical Changes damage: +12% lightning Mental save: +6 (+2 eff.) Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * 24 arcane resource burn * 20% chance to reduce armor by 13% Changes stats: +4 Str / +3 Wil / +4 Con Changes resistances: +56% darkness / +6% blight Changes resistances penetration: +34% darkness Changes damage: +46% darkness Stealth bonus: +42 Mental save: +15 (+5 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +15 Defense: +15 (+7 eff.) Changes stats: +2 Dex / +10 Mag / -3 Wil / +3 Con Changes resistances: +15% fire / +19% light / +19% cold Stealth bonus: +9 Physical save: +15 (+5 eff.) Spell save: +16 (+5 eff.) Mental save: +16 (+6 eff.) Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +12 Defense: +32 (+13 eff.) Changes resistances: +24% lightning Blindness immunity: +20% Stamina each turn: +3.00 Maximum life: +48.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Defense: +2 (+1 eff.) Damage when hit (Melee): 2 fire Changes stats: +3 Con Changes resistances: +13% nature / +13% blight Physical save: +3 (+1 eff.) Life regen: +4.00 Stamina each turn: +3.00 Healing mod.: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +18 (+8 eff.) Changes stats: +2 Wil Changes resistances: +20% acid / +3% physical / +50% cold / +28% fire / +19% lightning Changes damage: +6% lightning Physical save: +14 (+5 eff.) Spell save: +9 (+3 eff.) Pinning immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +2 Cun / +2 Wil Physical save: +5 (+2 eff.) Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 13% Changes stats: +8 Str / +8 Mag / +12 Wil / +12 Con Changes resistances: +15% lightning / +9% temporal / +45% acid / +46% cold / +5% arcane / +15% all Changes resistances penetration: +5% cold Changes damage: +18% lightning / +20% physical / +51% cold / +30% nature / +30% acid Poison immunity: +49% Disease immunity: +46% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +5 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 59% Damage when hit (Melee): 10 acid / 2 darkness Changes stats: +6 Mag / +8 Wil Changes resistances: +6% blight / +9% nature / +9% light / +15% all Changes resistances penetration: +20% darkness / +20% physical Changes damage: +3% acid / +25% physical / +30% darkness Physical save: +30 (+10 eff.) Mental save: +27 (+9 eff.) Mana each turn: +0.26 Psi each turn: +0.40 Maximum hate: +15.00 Mindpower: +16 (+6 eff.) Mental crit. chance: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+3 eff.) Changes stats: +19 Str / +16 Mag / +16 Wil / +8 Con Changes resistances: +28% lightning / +6% acid / +28% cold / +5% arcane / +15% all Changes resistances penetration: +10% cold Changes damage: +49% lightning / +48% physical / +18% nature / +60% cold Physical save: +28 (+9 eff.) Poison immunity: +50% Disease immunity: +49% Infravision radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+3 eff.) Changes stats: +10 Con Changes resistances: +45% lightning / +15% blight / +6% darkness / +15% all Changes resistances penetration: +19% darkness / +20% physical Changes damage: +30% lightning / +30% physical / +23% darkness / +3% fire / +33% nature Physical save: +30 (+10 eff.) Poison immunity: +40% Disease immunity: +50% Maximum hate: +23.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 13% * 20% chance to reduce all saves and defense by 31 Changes stats: +10 Con Changes resistances: +45% acid / +51% fire / +3% nature / +15% all Changes resistances penetration: +14% physical / +20% darkness / +20% cold Changes damage: +30% acid / +30% physical / +30% darkness / +22% fire / +29% nature / +12% cold Poison immunity: +50% Disease immunity: +50% Maximum hate: +15.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: -6% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 6 mind Changes stats: +4 Cun / +6 Con Changes resistances: +6% arcane / +9% nature / +6% darkness Changes resistances penetration: +20% mind Maximum encumbrance: +50 Physical save: +40 (+12 eff.) Mental save: +22 (+8 eff.) Life regen: +7.00 Maximum psi: +20.00 Mindpower: +15 (+5 eff.) Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce damage dealt by 25% Changes stats: +3 Str / +2 Wil / +3 Cun / +4 Con Physical save: +5 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) See invisible: +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 mind Changes stats: +6 Wil / +8 Cun / +12 Con Changes resistances: +9% darkness Changes resistances penetration: +10% physical Critical mult.: +5.00% Physical save: +25 (+9 eff.) Mental save: +27 (+9 eff.) Stamina each turn: +1.00 Psi when hit: +0.08 Maximum stamina: +40.00 Mindpower: +18 (+6 eff.) Infravision radius: +2 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. This item has been sent to the Item's Vault. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag / +3 Wil Changes resistances: +3% nature / +3% temporal Silence immunity: +25% Confusion immunity: +21% Stun/Freeze immunity: +20% Teleport immunity: +20% See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - 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: +12 Physical crit. chance: +10.0% Physical power: +11 (+3 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 59% Damage when hit (Melee): 8 lightning Changes stats: +6 Wil / +3 Cun / +8 Con Changes resistances: +15% lightning / +15% temporal / +6% blight / +9% nature / +9% acid Changes resistances penetration: +24% physical Mindpower: +9 (+3 eff.) Light radius: +1 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +5 Changes stats: +10 Dex / +11 Wil / +6 Cun / +6 Con / +15 Lck Changes resistances: +6% acid / +6% fire / +6% temporal / +3% blight Changes resistances penetration: +14% physical Changes damage: +6% mind Stealth bonus: +15 Physical save: +15 (+5 eff.) Spell save: +14 (+4 eff.) Mental save: +15 (+5 eff.) Life regen: +11.00 Maximum stamina: +20.00 Mindpower: +9 (+3 eff.) Healing mod.: +20% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Requires: - 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: +5 Fatigue: -6% Changes stats: +6 Con / +6 Wil Changes resistances: +6% acid / +3% temporal / +15% cold / +24% fire / +6% arcane / +9% nature Changes resistances penetration: +10% physical Changes damage: +12% nature Life regen: +11.00 Stamina each turn: +0.70 Maximum life: +53.00 Mindpower: +9 (+3 eff.) Movement speed: +10% Healing mod.: +20% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 24% chance to slow global speed by 59% * 24 arcane resource burn Changes stats: +6 Cun / +6 Con Changes resistances: +6% arcane / +15% cold Changes resistances penetration: +10% cold Changes damage: +9% nature Physical save: +25 (+9 eff.) Mental save: +25 (+9 eff.) Stamina each turn: +2.40 Maximum stamina: +73.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Defense: +15 (+7 eff.) Fatigue: +4% Damage when hit (Melee): 6 cold Changes stats: +10 Dex Changes resistances: +19% acid / +3% temporal / +15% fire / +13% cold / +15% lightning Changes resistances penetration: +20% cold / +30% fire Life regen: +11.00 Stamina each turn: +1.30 Maximum stamina: +40.00 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +5 Damage when hit (Melee): 2 acid Changes stats: +4 Cun / +4 Dex Changes resistances: +3% mind / +3% light Changes damage: +12% fire Disease immunity: +10% Cut immunity: +24% Life regen: +11.00 Stamina each turn: +1.30 Maximum life: +80.00 Maximum stamina: +40.00 Healing mod.: +20% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Cun / +3 Wil Changes damage: +12% blight Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Life regen: +4.00 Vim when firing critical spell: +1.00 Maximum life: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -10% Changes stats: +12 Cun / +10 Con Changes resistances: +15% acid / +18% light / +15% fire / +21% cold / +13% lightning Changes resistances penetration: +20% cold Changes damage: +6% fire Maximum encumbrance: +44 Physical save: +63 (+18 eff.) Mental save: +50 (+17 eff.) A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +14 Defense: +36 (+14 eff.) Fatigue: +4% Changes stats: +2 Str Changes resistances: +15% lightning / +18% temporal / +6% blight Physical save: +9 (+3 eff.) Maximum stamina: +35.50 Infravision radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 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 33% chance to evade melee and ranged attacks and 32 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +18 (+8 eff.) Fatigue: -16% Changes resistances: +6% acid / +6% darkness / +6% lightning Changes resistances penetration: +25% darkness Changes damage: +15% lightning Stamina each turn: +1.80 Maximum life: +120.00 Infravision radius: +3 Movement speed: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +4 Str / +4 Dex / +6 Wil / +10 Cun / +4 Con Changes resistances: +9% blight / +6% fire Changes resistances penetration: +5% lightning Maximum encumbrance: +43 Physical save: +29 (+10 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.08 Maximum hate: +8.00 Mindpower: +10 (+4 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.2 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +32 Fatigue: -6% Changes stats: +2 Str Changes resistances: +15% acid / +3% light / +14% fire / +15% cold / +15% lightning Maximum encumbrance: +48 Physical save: +15 (+5 eff.) Spell save: +6 (+2 eff.) Infravision radius: +10 See invisible: +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +14 Fatigue: -6% Effects on melee hit: * 24% chance to slow global speed by 59% Changes resistances: +9% acid / +6% temporal / +21% cold / +11% fire / +11% lightning Changes resistances penetration: +25% nature / +15% physical Maximum encumbrance: +50 Physical save: +15 (+5 eff.) Blindness immunity: +10% Silence immunity: +10% Disarm immunity: +20% Life regen: +11.00 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+7 eff.) Fatigue: -6% Changes stats: +4 Str / +6 Wil / +6 Cun / +4 Con Changes resistances: +15% acid / +15% cold / +15% fire / +6% arcane / +15% lightning Changes resistances penetration: +20% darkness Maximum encumbrance: +50 Physical save: +30 (+10 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +24% Only die when reaching: -80.00 life It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: -4% Effects on melee hit: * 24 arcane resource burn Changes stats: +4 Dex / +1 Wil / +12 Cun / +9 Con Changes resistances: +9% temporal / +3% nature / +3% light Maximum encumbrance: +35 Physical save: +34 (+11 eff.) Mental save: +25 (+9 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+4 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 10 (based on Magic) Activation costs 22 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes resistances: +6% lightning / +6% fire Changes damage: +3% lightning Reduces incoming crit damage: 10.00% Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Life regen: +4.00 Maximum life: +100.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training 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: +16 (+4 eff.) Armour: +13 Fatigue: +4% Changes stats: +8 Cun / +8 Dex Changes resistances: +2% physical / +15% fire / +6% arcane / +13% cold Changes resistances penetration: +10% physical Physical save: +6 (+2 eff.) Stamina each turn: +2.00 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -10% Changes stats: +4 Str / +7 Dex / +4 Con / +15 Lck Changes resistances: +14% lightning / +11% temporal / +9% darkness / +6% arcane / +12% mind Changes resistances penetration: +15% mind Changes damage: +6% mind Stealth bonus: +15 Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 4.8 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: -10% Changes stats: +3 Str / +2 Dex / +12 Cun / +12 Con Changes resistances: +6% cold / +6% nature / +3% darkness Physical save: +50 (+15 eff.) Mental save: +46 (+16 eff.) Stamina each turn: +0.90 Maximum life: +54.00 Light radius: +4 Infravision radius: +5 Movement speed: +10% A pair of boots made of leather. |
![]() Requires: - 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: +5 Fatigue: -6% Changes stats: +6 Wil / +2 Cun / +6 Con Changes resistances: +3% darkness / +15% fire / +12% light / +15% cold Changes resistances penetration: +10% physical Maximum encumbrance: +38 Physical save: +21 (+7 eff.) Life regen: +8.00 Only die when reaching: -20.00 life Mindpower: +7 (+3 eff.) Healing mod.: +20% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - 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: +14 Defense: +30 (+12 eff.) Fatigue: +4% Changes stats: +6 Dex / +5 Wil / +4 Cun / +7 Con Changes resistances: +6% nature Changes resistances penetration: +10% physical Physical save: +6 (+2 eff.) Life regen: +11.00 Only die when reaching: -20.00 life Mindpower: +6 (+2 eff.) Infravision radius: +3 Healing mod.: +17% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - 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: +5 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str / +4 Dex / +6 Wil / +12 Cun / +9 Con Reduces incoming crit damage: 10.00% Physical save: +39 (+12 eff.) Spell save: +14 (+4 eff.) Mental save: +40 (+14 eff.) Life regen: +11.00 Stamina each turn: +1.00 Maximum stamina: +40.00 Light radius: +3 Infravision radius: +3 Healing mod.: +17% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: -6% Changes stats: +3 Str / +3 Dex / +4 Con Changes resistances: +3% lightning / +15% cold / +15% fire / +15% nature / +6% arcane Maximum encumbrance: +50 Physical save: +15 (+5 eff.) Stamina each turn: +2.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +8 Wil Changes resistances: +27% fire / +30% cold Changes resistances penetration: +10% mind Critical mult.: +15.00% Reduces incoming crit damage: 17.75% Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +21 (+7 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +25% Confusion immunity: +22% Stun/Freeze immunity: +21% Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +33 (+8 eff.) Armour penetration: +14 Physical power: +14 (+3 eff.) Armour: +3 Damage (Melee): 15 nature Changes stats: +5 Str / +6 Dex / +5 Wil / +5 Con Changes resistances: +15% blight / +12% cold / +10% nature / +6% darkness Changes resistances penetration: +30% cold / +10% darkness / +15% light Changes damage: +11% nature / +18% cold Talent mastery: +0.20 Technique / Grappling Spell save: +22 (+7 eff.) Disarm immunity: +50% When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +13 Armour Penetration: +20 Crit. chance: +16.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Venomous Breath (10% chance level 5). On weapon hit: * 24% chance to slow global speed by 59% * 21% chance to reduce armor by 13% Damage (radius 2) on crit: +15 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Fatigue: +5% Effects on melee hit: * 24% chance to reduce all saves and defense by 31 Damage (Melee): 40 mind / 14 cold / 14 nature / 31 darkness Changes stats: +9 Cun / +7 Dex Changes resistances: +9% acid / +9% temporal / +12% light / +3% blight / +16% cold / +10% nature / +9% lightning Changes damage: +11% nature / +10% cold Mental save: -5 (-2 eff.) Mindpower: +10 (+4 eff.) When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Venomous Breath (10% chance level 5). Damage (radius 2) on crit: +14 nature / +15 ice It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +27 (+6 eff.) Armour penetration: +15 Armour: +3 Fatigue: +5% Damage (Melee): 13 cold Changes stats: +4 Str / +14 Dex / +1 Wil / +10 Cun / +6 Con Changes resistances: +9% blight / +10% cold Changes damage: +6% mind / +10% cold Reduces incoming crit damage: 17.75% Physical save: +28 (+9 eff.) Spell save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +50% When used to modify unarmed attacks: Base power: 33.0 - 46.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +23 Armour Penetration: +24 Crit. chance: +22.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +29 physical Damage (radius 2) on crit: +15 ice It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Fatigue: +5% Effects on melee hit: * 24 arcane resource burn Damage (Melee): 14 acid / 14 cold Changes stats: +5 Str / +9 Dex / +5 Wil / +9 Cun / +5 Con Changes resistances: +10% acid / +9% cold Changes resistances penetration: +15% acid Changes damage: +11% acid / +11% cold Talent mastery: +0.20 Technique / Grappling Spell save: +9 (+3 eff.) Disarm immunity: +45% Psi when hit: +0.16 Mental crit. chance: +4% When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +13 acid / +15 ice It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +61 (+15 eff.) Armour penetration: +15 Physical power: +14 (+3 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 15 lightning Damage when hit (Melee): 2 mind Changes stats: +11 Dex Changes resistances: +10% lightning / +12% temporal / +15% blight / +3% cold / +9% nature / +3% mind Changes damage: +11% lightning / +6% mind / +6% darkness Spell save: +23 (+7 eff.) When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +23 Armour Penetration: +30 Crit. chance: +33.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 5). On weapon hit: * 25% chance to slow global speed by 59% * 25% chance to reduce armor by 13% Damage (radius 2) on crit: +15 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Defense: +5 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 4 physical Changes stats: +5 Str / +3 Dex / +5 Wil / +5 Con Changes resistances: +9% cold Changes damage: +15% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +46% Life regen: +27.00 Stamina each turn: +4.70 Psi each turn: +0.37 Maximum stamina: +80.00 When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Nightmare (20% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +30 (+6 eff.) Armour: +2 Changes stats: +6 Str / +5 Dex Changes resistances: +6% cold Changes resistances penetration: +15% physical Changes damage: +18% lightning Maximum stamina: +30.00 When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Physical power: +35 (+7 eff.) Armour: +3 Fatigue: +5% Effects when hit in melee: * 35 arcane resource burn Changes stats: +12 Str / +9 Dex / +9 Cun Changes resistances: +3% blight / +3% lightning Changes damage: +9% physical Spell save: +22 (+7 eff.) Confusion immunity: +24% Teleport immunity: +10% Life regen: +4.00 Maximum stamina: +35.50 When used to modify unarmed attacks: Base power: 49.5 - 69.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 35 arcane resource burn It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 mind Changes resistances: +10% darkness / +11% blight / +18% fire / +15% arcane / +6% cold Changes resistances penetration: +10% mind Damage affinity(heal): +8% nature Talent mastery: +0.20 Wild-gift / Antimagic Critical mult.: +15.00% Spell save: +9 (+3 eff.) Maximum life: +100.00 When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon crits: Call of the Ooze (20% chance level 2). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Effects on melee hit: * 24% chance to reduce all saves and defense by 31 Damage (Melee): 15 nature / 15 fire Effects when hit in melee: * 30 arcane resource burn Changes stats: +9 Cun / +9 Dex Changes resistances: +3% acid / +6% light / +10% fire / +10% nature / +15% lightning Changes resistances penetration: +20% acid Changes damage: +11% fire / +8% nature / +6% mind Spell save: +21 (+7 eff.) When used to modify unarmed attacks: Base power: 29.0 - 31.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +11 Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Venomous Breath (10% chance level 5). On weapon hit: * 31 arcane resource burn Damage (radius 2) on crit: +15 nature / +12 fire It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Physical power: +20 (+4 eff.) Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 13% Damage (Melee): 15 nature / 14 cold Damage when hit (Melee): 4 acid Changes stats: +5 Str / +6 Dex / +5 Wil Changes resistances: +10% cold / +13% nature / +9% light Changes damage: +9% nature / +11% cold Psi when hit: +0.04 When used to modify unarmed attacks: Base power: 35.5 - 39.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Venomous Breath (10% chance level 5). Damage (radius 2) on crit: +15 nature / +15 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +39 (+9 eff.) Armour: +19 Damage (Melee): 15 nature Changes stats: +5 Str / +6 Dex / +5 Wil / +6 Cun / +5 Con Changes resistances: +9% acid / +15% darkness / +6% blight / +10% nature / +9% lightning Changes resistances penetration: +10% acid Changes damage: +11% nature Talent mastery: +0.20 Technique / Grappling Disarm immunity: +43% Pinning immunity: +10% Infravision radius: +4 When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +26 Armour Penetration: +5 Crit. chance: +30.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Venomous Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +29 darkness Damage (radius 2) on crit: +15 nature It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 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. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +6 Changes stats: +3 Str Changes resistances: +6% fire / +9% mind / +6% nature Physical save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +31% Stun/Freeze immunity: +20% When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Fatigue: +1% Mental save: +6 (+2 eff.) Maximum life: +40.00 When used to modify unarmed attacks: Base power: 13.5 - 18.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +3 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +5 Dex / +3 Cun / +2 Con Reduces incoming crit damage: 15.00% Physical save: +10 (+4 eff.) Mental save: +7 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +10 Str / +1 Dex / +10 Con Changes resistances: +16% acid / +13% cold / +14% fire / +6% mind / +24% lightning Changes resistances penetration: +15% mind Physical save: +40 (+12 eff.) Mental save: +15 (+5 eff.) Maximum hate: +2.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +3% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +15 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +12 Str / +5 Dex / +5 Cun / +3 Con Changes resistances: +14% acid / +24% cold / +15% lightning / +15% fire Allows you to breathe in: water Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mindpower: +25 (+9 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 341.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +10 (+5 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 darkness Changes stats: +16 Str / +10 Wil / +10 Cun / +6 Con Changes resistances: +27% blight / +6% fire Changes resistances penetration: +5% nature Changes damage: +6% darkness Physical save: +12 (+4 eff.) Spell save: +3 (+1 eff.) Mental save: +30 (+10 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() Requires: - 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: +5 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 59% Changes stats: +10 Dex / +5 Wil / +5 Cun Changes resistances: +9% temporal / +21% darkness / +3% blight / +15% fire / +25% mind Changes damage: +3% cold Mental save: +27 (+9 eff.) Confusion immunity: +50% Stamina when hit: +2.30 Equilibrium when hit: +2.50 Mindpower: +6 (+2 eff.) Infravision radius: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 13% * 24% chance to slow global speed by 59% * 24 arcane resource burn Changes stats: +11 Str / +20 Con Changes resistances: +3% acid / +25% cold / +3% blight Changes resistances penetration: +10% acid Allows you to breathe in: water Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +14 (+5 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+4 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +17 Cun / +27 Wil Changes resistances: +9% darkness / +6% blight / +6% fire / +9% nature / +9% cold Physical save: +15 (+5 eff.) Mental save: +27 (+9 eff.) Confusion immunity: -20% Fear immunity: -20% Psi each turn: +0.35 Mindpower: +12 (+4 eff.) Mental crit. chance: +14% Healing mod.: +10% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 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 171 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 25% Changes stats: +2 Dex / +1 Wil / +3 Cun / +1 Con Spell save: +9 (+3 eff.) Spellpower: +10 (+4 eff.) Spell crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Defense: +30 (+12 eff.) Fatigue: +5% Damage when hit (Melee): 6 acid Changes resistances: +17% mind Reduces incoming crit damage: 5.00% Mental save: +19 (+7 eff.) Confusion immunity: +40% Pinning immunity: +10% A cap made of leather. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: +5% Changes stats: +2 Dex / +1 Wil Changes resistances: +5% nature / +6% blight Changes resistances penetration: +10% cold Physical save: +6 (+2 eff.) Only die when reaching: -60.00 life Mindpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +15 (+7 eff.) Fatigue: +5% Changes stats: +5 Wil Changes resistances: +14% fire / +5% arcane / +15% cold Changes resistances penetration: +26% mind Critical mult.: +20.88% Confusion immunity: +21% Maximum life: +104.40 Light radius: +3 A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+4 eff.) Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 fire Changes stats: +8 Wil Changes resistances: +3% light / +3% darkness / +14% blight / +16% fire / +14% cold / +7% all Changes damage: +6% fire / +3% cold Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +15 (+5 eff.) Stamina when hit: +2.70 Equilibrium when hit: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Defense: +8 (+4 eff.) Fatigue: +5% Changes stats: +1 Str / +13 Wil Changes resistances: +33% blight / +26% nature / +7% all Reduces incoming crit damage: 15.00% Physical save: +39 (+12 eff.) Mental save: +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +12% Changes resistances: +3% darkness / +6% light / +15% fire / +5% arcane / +3% nature Changes damage: +12% darkness Life regen: +8.00 Maximum life: +171.00 Healing mod.: +20% A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +32 (+7 eff.) Armour: +10 Defense: +5 (+3 eff.) Fatigue: +12% Changes stats: +9 Str / +14 Mag / +15 Wil Changes resistances: +30% lightning / +19% acid Changes damage: +9% arcane Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +60.00 Spellpower: +37 (+10 eff.) Spell crit. chance: +14% Mindpower: +39 (+12 eff.) Mental crit. chance: +12% A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +20 (+4 eff.) Armour: +14 Defense: +5 (+3 eff.) Fatigue: +12% Changes stats: +2 Con / +6 Wil Changes resistances: +10% physical / +30% darkness / +23% blight / +30% fire / +9% cold Physical save: +22 (+8 eff.) Spell save: +9 (+3 eff.) Life regen: +11.00 Only die when reaching: -94.66 life Maximum life: +80.00 Light radius: +2 Healing mod.: +18% A suit of armour made of mail. |
![]() Requires: - Level 35 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+4 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 35.67 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. This item has been sent to the Item's Vault. |
![]() Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +10.0% Armour: +8 Defense: +61 (+22 eff.) Fatigue: +8% Changes stats: +12 Str / +17 Dex Changes resistances: +3% cold Changes resistances penetration: +10% physical Physical save: +18 (+6 eff.) Cut immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +23% Stamina each turn: +1.50 Movement speed: +20% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.2 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 256 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +10 (+2 eff.) Armour: +13 Fatigue: +22% Changes resistances: +34% acid / +20% physical / +19% cold / +19% lightning / +19% fire Changes resistances penetration: +10% physical Talent cooldown: Rush (-10 turns) Physical save: +12 (+4 eff.) Disarm immunity: +56% Stun/Freeze immunity: +58% Knockback immunity: +51% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 28 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Fatigue: +22% Changes stats: +4 Wil Changes resistances: +14% blight / +4% physical / +14% nature / +5% arcane Changes resistances penetration: +5% cold Only die when reaching: -80.00 life A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +18 Fatigue: +22% Effects on melee hit: * 10% chance to slow global speed by 59% Changes stats: +6 Wil Changes resistances: +9% acid / +23% darkness / +30% blight / +10% mind / +12% light Spell save: +3 (+1 eff.) Mental save: +25 (+9 eff.) Cut immunity: +10% Teleport immunity: +10% Life regen: +9.00 Maximum life: +140.00 Light radius: +2 Healing mod.: +18% A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.0 - 76.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +322 Damage (Melee): +30 cold When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +2.0% Armour: +25 Fatigue: +8% On shield block: * Deals 175 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Dex / +6 Wil / +7 Con Changes resistances: +29% lightning / +30% fire / +20% cold Talent granted: +1 Block Physical save: +13 (+5 eff.) Equilibrium when hit: +0.20 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 On weapon hit: * Deal physical damage equal to your armor (11) Damage (Melee): +27 physical When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +21 Fatigue: +8% Damage when hit (Melee): 4 mind Changes stats: +13 Str / +13 Dex / +6 Wil Changes resistances: +30% lightning / +17% physical / +6% blight / +12% acid Changes damage: +12% mind Talent granted: +1 Block Critical mult.: +10.00% Mindpower: +25 (+9 eff.) Slows Projectiles: +40% Bonus block near projectiles: +110 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 78.0 - 93.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +319 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 cold Damage (radius 1) on hit: +4 mind When wielded/worn: Physical crit. chance: +18.0% Physical power: +11 (+3 eff.) Armour: +22 Fatigue: +8% Effects on melee hit: * 10% chance to reduce armor by 13% * 18 arcane resource burn Damage (Melee): 25 acid / 25 nature Effects when hit in melee: * 14 arcane resource burn Damage when hit (Melee): 2 acid Changes stats: +14 Con Changes resistances: +20% acid / +9% light / +30% cold / +14% nature / +9% darkness Talent granted: +1 Block Physical save: +14 (+5 eff.) Spell save: +9 (+3 eff.) Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 80.5 - 96.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +8 cold When wielded/worn: Accuracy: +24 (+6 eff.) Physical crit. chance: +18.0% Physical power: +15 (+3 eff.) Armour: +10 Fatigue: +8% Changes stats: +12 Str / +13 Dex / +3 Cun Changes resistances: +30% lightning / +6% darkness / +3% acid / +5% arcane / +20% mind Changes damage: +9% cold Talent granted: +1 Block See invisible: +12 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +197 Damage (Melee): +4 physical When wielded/worn: Accuracy: +24 (+6 eff.) Armour: +10 Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 35 lightning Damage when hit (Melee): 18 lightning On shield block: * Cause enemies within radius 6 to bleed for 298 physical damage over 5 turns (1/turn) Changes stats: +13 Str / +10 Dex / +7 Mag / +2 Cun Changes resistances: +27% cold Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 62.5 - 75.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +326 Damage (Melee): +12 lightning When wielded/worn: Accuracy: +24 (+6 eff.) Armour: +25 Defense: +15 (+7 eff.) Fatigue: +8% Changes stats: +13 Str / +13 Dex / +7 Con Changes resistances: +30% lightning / +2% physical / +6% mind Talent granted: +1 Block Physical save: +15 (+5 eff.) Maximum life: +113.00 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.5 - 77.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +197 On weapon hit: * 20 arcane resource burn Damage (Melee): +4 nature When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 23 arcane resource burn Damage (Melee): 23 acid / 35 cold / 25 nature Effects when hit in melee: * 15 arcane resource burn Damage when hit (Melee): 17 ice Changes stats: +5 Con Changes resistances: +27% lightning / +20% physical / +9% blight / +25% nature / +20% acid Changes damage: +15% nature Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 62.0 - 74.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +378 Damage (Melee): +26 physical When wielded/worn: Armour: +25 Fatigue: +8% Effects when hit in melee: * 35% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Wil / +3 Cun / +11 Con Changes resistances: +20% physical / +20% arcane / +19% temporal Talent granted: +1 Block Reduces incoming crit damage: 15.00% Physical save: +15 (+5 eff.) Pinning immunity: +20% Maximum life: +80.00 Slows Projectiles: +38% Bonus block near projectiles: +73 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.5 - 76.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +480 On weapon hit: * 10% chance to slow global speed by 59% When wielded/worn: Armour: +42 Fatigue: +8% Changes stats: +3 Mag / +14 Con Changes resistances: +27% lightning / +9% temporal / +6% blight / +6% fire / +6% nature Changes damage: +9% fire Talent granted: +1 Block Physical save: +28 (+9 eff.) See invisible: +6 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 80.0 - 96.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +190 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +18.0% Physical power: +15 (+3 eff.) Armour: +10 Fatigue: +8% Damage when hit (Melee): 6 lightning Changes resistances: +22% acid / +9% light / +12% lightning / +23% blight / +37% fire / +20% nature / +18% cold Changes damage: +6% cold Talent granted: +1 Block Spell save: +6 (+2 eff.) Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +292 On weapon hit: * Deal physical damage equal to your armor (11) When wielded/worn: Armour penetration: +2 Physical power: +30 (+6 eff.) Armour: +54 Fatigue: +8% Effects on melee hit: * 25 arcane resource burn Damage (Melee): 24 acid / 24 nature Effects when hit in melee: * 13 arcane resource burn Changes stats: +7 Con Changes resistances: +17% acid / +30% fire / +18% nature Changes resistances penetration: +10% cold Talent granted: +1 Block Reduces incoming crit damage: 15.00% Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +239 On weapon hit: * 30% chance to reduce armor by 13% Damage (Melee): +27 physical When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 10 acid / 34 cold Damage when hit (Melee): 21 acid / 6 mind / 20 ice On shield block: * Cause enemies within radius 6 to bleed for 298 physical damage over 5 turns (1/turn) Changes stats: +6 Wil Changes resistances: +9% acid / +18% physical Talent granted: +1 Block Physical save: +6 (+2 eff.) Confusion immunity: +20% Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Slows Projectiles: +40% Bonus block near projectiles: +110 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +240 Damage (Melee): +30 cold When wielded/worn: Armour: +28 Fatigue: +8% Damage (Melee): 35 lightning Damage when hit (Melee): 21 lightning On shield block: * Deals 175 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +4 Wil Changes resistances: +13% acid / +3% temporal / +13% fire / +63% cold / +13% lightning Talent granted: +1 Block Physical save: +9 (+3 eff.) Disease immunity: +20% Disarm immunity: +20% Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +212 On weapon hit: * 24% chance to slow global speed by 59% Damage (Melee): +30 cold Damage (radius 2) on crit: +16 lightning When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 30 cold Damage when hit (Melee): 21 ice On shield block: * Deals 175 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) * Cause enemies within radius 6 to bleed for 298 physical damage over 5 turns (1/turn) Changes stats: +9 Wil Changes resistances: +35% cold / +30% fire / +6% temporal Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.0 - 82.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +210 Damage (Melee): +25 physical Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +12 cold When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 32 lightning Damage when hit (Melee): 21 lightning On shield block: * Cause enemies within radius 6 to bleed for 298 physical damage over 5 turns (1/turn) Changes stats: +7 Mag / +5 Wil / +2 Cun Changes resistances: +33% lightning / +16% physical / +12% cold Talent granted: +1 Block Slows Projectiles: +40% Bonus block near projectiles: +110 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +199 On weapon hit: * 24 arcane resource burn Damage (Melee): +28 physical When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 298 physical damage over 5 turns (1/turn) Changes stats: +6 Wil Changes resistances: +30% lightning / +20% physical / +20% arcane / +6% cold Changes resistances penetration: +15% lightning / +15% light Changes damage: +6% lightning Talent granted: +1 Block Spell save: +6 (+2 eff.) Slows Projectiles: +33% Bonus block near projectiles: +110 Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Defense: +19 (+8 eff.) Effects on melee hit: * 20% chance to slow global speed by 59% Changes stats: +7 Str / +2 Con Changes resistances: +5% physical Changes damage: +3% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical power: +20 (+4 eff.) Changes stats: +3 Str / +6 Dex / +6 Cun Changes resistances: +6% cold Changes resistances penetration: +10% darkness / +15% light / +10% nature Changes damage: +12% nature / +12% darkness Critical mult.: +20.00% Light radius: +1 Infravision radius: +9 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +5 Defense: +8 (+4 eff.) Effects on melee hit: * 24 arcane resource burn Damage when hit (Melee): 8 cold Changes stats: +7 Str / +6 Dex / +4 Con Changes resistances: +18% acid / +10% physical / +15% darkness / +6% blight / +6% temporal Damage affinity(heal): +15% darkness Light radius: +1 Infravision radius: +9 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Requires: - Level 15 Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +11.0% Changes stats: +11 Str / +6 Wil Changes resistances: +9% cold Critical mult.: +20.00% Blindness immunity: +20% Poison immunity: +20% Maximum life: +40.00 Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% blight / +3% temporal Critical mult.: +15.00% Mental save: +33 (+11 eff.) Maximum hate: +8.00 Maximum psi: +30.00 Mindpower: +11 (+4 eff.) Mental crit. chance: +11% Light radius: +10 See stealth: +48 See invisible: +46 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +13 (+6 eff.) Effects on melee hit: * 24% chance to slow global speed by 59% Changes stats: +8 Cun / +5 Con Changes resistances: +15% blight / +6% fire Changes resistances penetration: +10% darkness Reduces incoming crit damage: 10.00% Physical save: +34 (+11 eff.) Spell save: +18 (+6 eff.) Mental save: +19 (+7 eff.) Life regen: +13.00 Light radius: +14 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +8 Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% blight / +9% light / +5% arcane / +3% all Changes resistances penetration: +10% darkness / +15% all Spell save: +24 (+8 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +47% Confusion immunity: +30% Light radius: +13 See stealth: +48 See invisible: +49 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Defense: +15 (+7 eff.) Changes stats: +6 Con / +7 Wil Changes resistances: +14% blight / +9% fire / +6% arcane / +6% light Changes resistances penetration: +10% light / +15% all Changes damage: +6% fire Critical mult.: +19.00% Physical save: +19 (+7 eff.) Spell save: +36 (+12 eff.) Mental save: +19 (+7 eff.) Life regen: +10.00 Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+7 eff.) Changes stats: +3 Dex Changes resistances: +5% arcane / +3% nature Critical mult.: +5.00% Physical save: +6 (+2 eff.) Life regen: +4.00 Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 2 darkness Changes stats: +7 Wil / +6 Con Changes resistances: +24% blight / +6% acid / +9% mind / +3% all Critical mult.: +20.00% Spell save: +10 (+3 eff.) Mental save: +15 (+5 eff.) Disease immunity: +24% Life regen: +3.00 Maximum life: +40.00 Light radius: +5 See stealth: +17 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +14 (+7 eff.) Changes stats: +5 Str / +3 Dex / +5 Con Changes resistances: +3% acid / +3% blight / +6% cold / +3% nature / +3% all Physical save: +19 (+7 eff.) Spell save: +35 (+11 eff.) Mental save: +20 (+7 eff.) Maximum life: +49.00 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Changes stats: +1 Cun Changes resistances: +3% acid / +6% temporal / +12% darkness / +3% all Changes resistances penetration: +15% all Changes damage: +6% darkness Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Light radius: +12 Infravision radius: +3 See stealth: +25 See invisible: +24 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(123 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +5 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +3 Str Changes damage: +6% temporal Stamina each turn: +1.00 Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +2 Effects on melee hit: * 24 arcane resource burn Changes resistances: +3% blight / +15% cold / +3% all Changes resistances penetration: +10% mind Changes damage: +3% physical Spell save: +14 (+4 eff.) Mental save: +11 (+4 eff.) Blindness immunity: +94% Confusion immunity: +57% Only die when reaching: -20.00 life Maximum hate: +6.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +12% Light radius: +17 See stealth: +41 See invisible: +41 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +3 Physical crit. chance: +5.0% Armour: +8 Defense: +15 (+7 eff.) Changes stats: +6 Cun / +4 Dex Changes resistances penetration: +25% mind Changes damage: +18% nature Physical save: +20 (+7 eff.) Spell save: +20 (+6 eff.) Mental save: +19 (+7 eff.) Mental crit. chance: +8% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 24 arcane resource burn Changes stats: +6 Con / +7 Wil Changes resistances: +6% lightning / +9% temporal Critical mult.: +20.00% Blindness immunity: +43% Confusion immunity: +28% Maximum life: +80.00 Light radius: +14 See stealth: +25 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+4 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 69.5 - 83.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 19 On weapon hit: * 10% chance to slow global speed by 59% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * 20% chance to create vines that bind the target to the ground dealing 204 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 204 physical damage On weapon crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +40 physical Damage (radius 2) on crit: +24 lightning When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +15% lightning / +3% light / +15% blight / +6% fire / +6% arcane It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 385 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 25% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 30% for 2 turns. * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Damage when hit (Melee): 6 mind Changes stats: +4 Cun Changes damage: +9% physical It can be used to blast the opponent's mind dealing 458 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 2. * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes damage: +12% acid Equilibrium when hit: +0.08 Maximum hate: +10.00 Mental crit. chance: +3% It can be used to blast the opponent's mind dealing 267 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 77 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +12% lightning / +3% cold / +3% fire Changes resistances penetration: +30% light Changes damage: +9% light Spell save: +15 (+5 eff.) It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 360 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. * Heal for 110. * Increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +9% acid / +6% temporal / +18% darkness Changes resistances penetration: +5% mind Spell save: +9 (+3 eff.) It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase the duration of 3 beneficial effects by 2. * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 4 physical Changes stats: +2 Wil Mental save: +15 (+5 eff.) Psi when hit: +0.12 Only die when reaching: -80.00 life Mental crit. chance: +4% It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +25% darkness / +25% blight Spell save: +9 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +30 (+8 eff.) Spell crit. chance: +6% Mindpower: +20 (+7 eff.) It can be used to harden the skin for 7 turns increasing armour by 88 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 218 Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: 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 Lil Stinker the Fourth the Yeek Berserker level 35
57th Regrowth 123rd year of Ascendancy at 11:32 see stats
By Lil Stinker the Fourth the Yeek Berserker level 34
73rd Haze 122nd year of Ascendancy at 07:59 see stats
By Lil Stinker the Fourth the Yeek Berserker level 22
29th Haze 122nd year of Ascendancy at 15:55 see stats
By Lil Stinker the Fourth the Yeek Berserker level 42
66th Pyre 123rd year of Ascendancy at 01:47 see stats
By Lil Stinker the Fourth the Yeek Berserker level 38
65th Regrowth 123rd year of Ascendancy at 00:40 see stats
By Lil Stinker the Fourth the Yeek Berserker level 22
6th Haze 122nd year of Ascendancy at 10:30 see stats
By Lil Stinker the Fourth the Yeek Berserker level 37
62nd Regrowth 123rd year of Ascendancy at 17:41 see stats
By Lil Stinker the Fourth the Yeek Berserker level 1
74th Pyre 122nd year of Ascendancy at 11:01 see stats
By Lil Stinker the Fourth the Yeek Berserker level 24
46th Haze 122nd year of Ascendancy at 06:04 see stats
By Lil Stinker the Fourth the Yeek Berserker level 25
56th Haze 122nd year of Ascendancy at 18:59 see stats
By Lil Stinker the Fourth the Yeek Berserker level 25
52nd Haze 122nd year of Ascendancy at 09:22 see stats
By Lil Stinker the Fourth the Yeek Berserker level 43
73rd Pyre 123rd year of Ascendancy at 02:25 see stats
By Lil Stinker the Fourth the Yeek Berserker level 35
46th Regrowth 123rd year of Ascendancy at 14:07 see stats
By Lil Stinker the Fourth the Yeek Berserker level 35
47th Regrowth 123rd year of Ascendancy at 13:58 see stats
By Lil Stinker the Fourth the Yeek Berserker level 10
6th Flare 122nd year of Ascendancy at 11:21 see stats
By Lil Stinker the Fourth the Yeek Berserker level 20
45th Dusk 122nd year of Ascendancy at 18:28 see stats
By Lil Stinker the Fourth the Yeek Berserker level 30
67th Haze 122nd year of Ascendancy at 02:02 see stats
By Lil Stinker the Fourth the Yeek Berserker level 40
31st Pyre 123rd year of Ascendancy at 19:04 see stats
By Lil Stinker the Fourth the Yeek Berserker level 50
47th Dusk 123rd year of Ascendancy at 21:31 see stats
By Lil Stinker the Fourth the Yeek Berserker level 34
1st Wintertide 123rd year of Ascendancy at 17:40 see stats
By Lil Stinker the Fourth the Yeek Berserker level 31
69th Haze 122nd year of Ascendancy at 09:02 see stats
By Lil Stinker the Fourth the Yeek Berserker level 20
46th Dusk 122nd year of Ascendancy at 21:35 see stats
By Lil Stinker the Fourth the Yeek Berserker level 37
62nd Regrowth 123rd year of Ascendancy at 18:03 see stats
By Lil Stinker the Fourth the Yeek Berserker level 28
64th Haze 122nd year of Ascendancy at 22:28 see stats
By Lil Stinker the Fourth the Yeek Berserker level 13
10th Flare 122nd year of Ascendancy at 04:37 see stats
By Lil Stinker the Fourth the Yeek Berserker level 9
4th Flare 122nd year of Ascendancy at 15:30 see stats
By Lil Stinker the Fourth the Yeek Berserker level 39
15th Pyre 123rd year of Ascendancy at 20:32 see stats
By Lil Stinker the Fourth the Yeek Berserker level 1
74th Pyre 122nd year of Ascendancy at 11:01 see stats
By Lil Stinker the Fourth the Yeek Berserker level 1
74th Pyre 122nd year of Ascendancy at 11:01 see stats
By Lil Stinker the Fourth the Yeek Berserker level 33
72nd Haze 122nd year of Ascendancy at 18:32 see stats
Log
Saving done.
Saving game...
Saving done.
You transfer Nature Speed to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Life and Stuff to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Glowsting the dwarven lantern to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Magmaobsidian to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Persistent Will to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Brenirion the dragonbone totem of healing [power 452] (15 cooldown) to the online item's vault.
Saving done.
Saving game...
Saving done.
Lil Stinker the Fourth deactivates Berserker Rage.
Lil Stinker the Fourth deactivates Antimagic Shield.
Lil Stinker the Fourth deactivates Shattering Impact.