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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Allow Respec Anywhere 1.2.3Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.7.3Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.7.3Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Hulk! 1.4.8 Items Vault 1.7.0Donators/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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Race/Class Locks 1.7.0Modifies 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: Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Possessor Bonus Class 1.7.3Donators/Buyers bonus! Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Forbidden Cults 1.7.3Official 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 | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Hulk |
Class | Berserker |
Level / Exp | 162 / 56% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1190 (base 100) |
Dexterity | 1126 (base 100) |
Constitution | 1126 (base 100) |
Magic | 1121 (base 100) |
Willpower | 1138 (base 100) |
Cunning | 1148 (base 100) |
Resources
Life | 6568090/6568090 |
Mana | 9565/9565 |
Stamina | 5796/6192 |
Equilibrium | 20 |
Healing Factor | 2.5 |
Regeneration | 26397.058600195 |
Speed
Mental | +190% |
Attack | +200% |
Movement | +805% |
Spell | +200% |
Global | +1025% |
Vision
Sight | 10 |
Lite | 42 |
Infravision | 15 |
See Stealth | 252.53847735566 |
See Invisible | 258.53847735566 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 1402 |
Accuracy | 296 |
Crit Chance | 1049% |
APR | 394 |
Speed | 0.34 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 149 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 313.95 |
Offense: Mind
Mindpower | 347 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +372% |
Blight | +361% |
Arcane | +331% |
Cold | +322% |
All | 0% |
Physical | +351% |
Lightning | +322% |
Light | +334% |
Temporal | +337% |
Mind | +343% |
Darkness | +322% |
Fire | +373% |
Nature | +322% |
Offense: Damage Penetration
Acid | +364% |
Blight | +357% |
Arcane | +362% |
Cold | +347% |
All | +25% |
Physical | +347% |
Lightning | +347% |
Light | +367% |
Temporal | +347% |
Mind | +347% |
Darkness | +347% |
Fire | +347% |
Nature | +347% |
Defense: Base
Armour (hardiness) | 416 (100%) |
Defense | 348 |
Ranged Defense | 348 |
Fatigue | 0 |
Physical Save | 363 |
Spell Save | 364 |
Mental Save | 361 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +353%(100%) |
Physical | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Mind | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Pinning Resistance | 50% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 50% |
Disarm Resistance | 20% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: -34 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 darkness, 5 blight, 5 cold, 5 mind, 5 fire |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -0 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 9999 damage for 999 turns. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: -21 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 1146 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.70 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Berserker's strength | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Bloodthirst | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Superiority | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Two-handed assault | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Warcries | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Cunning / Dirty fighting | 1.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Combat techniques | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Combat veteran | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Spell / Staff combat | 1.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Combat training | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Wild-gift / Harmony | 2.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Conditioning | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Cunning / Scoundrel | 1.10 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Prodigies
| 1/1 |
| 1/1 |
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Effects
talent | Daunting Presence |
talent | Precise Strikes |
talent | Exploit Weakness |
talent | Never Stop Running |
talent | Elemental Harmony |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 50% of the time and arcane sustains have a 5.0% chance to deactivate each turn. Antimagic Disruption |
beneficial effect | The thrill of combat improves the target's maximum life by 24%, life regeneration by 57.41, and stamina regeneration by 11.48. Bloodbath |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 100% chance to get an automatic counter attack when avoiding a melee attack. (6.6 counters remaining) Counter Attacking |
beneficial effect | Increases defense by 100. Mobile Defense |
detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
beneficial effect | Infinite Dungeon Challenge (Level 500): Mirror Match Challenge |
beneficial effect | You have 166027 fungal energies stored. Release them to heal by using the Fungal Blood prodigy. Fungal Blood |
Quests
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 100): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 101): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 102): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 103): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 104): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 105): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 260 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 106): Rush Hour (260)Turns left: 230 You completed the challenge and received: Random Artifact: Cracklewaker | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 107): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 112): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 122 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 113): Rush Hour (122)Turns left: 82 You completed the challenge and received: Random Artifact: Ashwoe (0 def, 1 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 185 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 114): Rush Hour (185)Turns left: 164 You completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 116): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 83 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 117): Rush Hour (83)Turns left: 68 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 119): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 120): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 173 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 122): Rush Hour (173)Turns left: 126 You completed the challenge and received: Random Artifact: Duskfoe (0 def, 4 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 123): Exterminator | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 124): Headhunter0 / 3 demon spawn killed. | failed |
Proceed directly to the next Infinite Dungeon level in less than 74 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 125): Rush Hour (74)Turns left: 23 You completed the challenge and received: Random Artifact: Gloommark (21-25 power, 3 apr, acid element) | done |
Proceed directly to the next Infinite Dungeon level in less than 65 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 126): Rush Hour (65)Turns left: 3 You completed the challenge and received: Random Artifact: Morningquench | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 127): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 129): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 134 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 130): Rush Hour (134)Turns left: 110 You completed the challenge and received: Random Artifact: Amodor | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 131): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 132): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 135): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 136): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 137): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 410 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 139): Rush Hour (410)Turns left: 350 You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 140): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: The Black Spike (48-67 power, 20 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 141): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 142): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 143): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 144): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 242 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 145): Rush Hour (242)Turns left: 213 You completed the challenge and received: Random Artifact: Feathersteel Amulet | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 148): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 150): Headhunter0 / 4 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 151): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 152): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 191 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 153): Rush Hour (191)Turns left: 177 You completed the challenge and received: Random Artifact: Starraven (6-7 power, 18 apr, mind damage) | done |
Proceed directly to the next Infinite Dungeon level in less than 203 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 154): Rush Hour (203)Turns left: 177 You completed the challenge and received: Random Artifact: The Black Crown (0 def, 15 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 156): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 157): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 159): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Islovena the dreaming horror'. Infinite Dungeon Challenge (Level 160): Dream Hunter | failed |
Proceed directly to the next Infinite Dungeon level in less than 98 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 161): Rush Hour (98)Turns left: 82 You completed the challenge and received: Random Artifact: Cuirass of the Dark Lord (0 def, 30 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 164): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 131 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 165): Rush Hour (131)Turns left: 109 You completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 166): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 168): Exterminator | failed |
Wake up and kill the dreaming horror boss 'Layoda the dreaming horror'. Infinite Dungeon Challenge (Level 169): Dream HunterYou completed the challenge and received: Random Artifact: Emblem of Evasion | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 17): ExterminatorYou completed the challenge and received: Random Artifact: Darksteel (21/21, 8-11 power, 7 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 170): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 172): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 173): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 164 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 174): Rush Hour (164)Turns left: 146 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 176): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 178): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 179): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 18): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 181): Near SightedYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 182): MultiplicityTurns left: 152 | failed |
Proceed directly to the next Infinite Dungeon level in less than 215 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 185): Rush Hour (215)Turns left: 201 You completed the challenge and received: Random Artifact: Fiery Choker | done |
Proceed directly to the next Infinite Dungeon level in less than 107 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 186): Rush Hour (107)Turns left: 87 You completed the challenge and received: Random Artifact: The Black Core | done |
Proceed directly to the next Infinite Dungeon level in less than 191 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 187): Rush Hour (191)Turns left: 170 You completed the challenge and received: Random Artifact: Tidefury (3 def, 0 armour) | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 188): Headhunter0 / 3 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 190): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 191): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Isitira the dreaming horror'. Infinite Dungeon Challenge (Level 193): Dream HunterYou completed the challenge and received: Random Artifact: Floequarry (25-30 power, 5 apr, blight element) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 194): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 195): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Tuluziladir (20-24 power, 4 apr, light element) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 196): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 197): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Eye of the Forest (8 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 198): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 199): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 200): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 201): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 205): ExterminatorYou completed the challenge and received: Random Artifact: Ring of the Dead | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 207): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 209): Near SightedYou completed the challenge and received: Random Artifact: Stokevortex (10 def, 21 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 236 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 212): Rush Hour (236)Turns left: 170 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 214): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 284 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 215): Rush Hour (284)Turns left: 234 You completed the challenge and received: Random Artifact: Ring of the War Master | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 216): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 134 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 217): Rush Hour (134)Turns left: 96 You completed the challenge and received: Random Artifact: Voidsin (5 def, 16 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 218): Near SightedYou completed the challenge and received: Random Artifact: Infused Cerebrum (8 def, 0 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 219): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Nimbuswitch | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 221): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 222): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 224): Exterminator | failed |
Wake up and kill the dreaming horror boss 'Xanywyn the dreaming horror'. Infinite Dungeon Challenge (Level 225): Dream Hunter | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 226): MultiplicityTurns left: 153 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 227): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 229): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 230): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: The Far-Hand | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 231): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 232): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 233): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 440 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 234): Rush Hour (440)Turns left: 416 You completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 434 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 236): Rush Hour (434)Turns left: 348 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 238): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 239): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 240): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 482 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 242): Rush Hour (482)Turns left: 464 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 243): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 245): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 246): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 248): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 249): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 250): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 296 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 251): Rush Hour (296)Turns left: 283 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 252): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 254): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 256): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 257): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 347 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 258): Rush Hour (347)Turns left: 302 You completed the challenge and received: Random Artifact: Forestdash (0 def, 4 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 260): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 152 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 262): Rush Hour (152)Turns left: 131 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 206 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 263): Rush Hour (206)Turns left: 179 You completed the challenge and received: Random Artifact: Arkul's Siege Arrows (14/14, 68-95 power, 100 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 263 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 264): Rush Hour (263)Turns left: 144 You completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 89 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 265): Rush Hour (89)Turns left: 38 You completed the challenge and received: Random Artifact: The Black Crown (0 def, 15 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 266): Near SightedYou completed the challenge and received: Random Artifact: Dakhtun's Gauntlets (0 def, 6 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 77 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 267): Rush Hour (77)Turns left: 62 You completed the challenge and received: Random Artifact: Mnemonic | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 268): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 425 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 271): Rush Hour (425)Turns left: 412 You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 551 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 272): Rush Hour (551)Turns left: 535 You completed the challenge and received: Random Artifact: Dakhtun's Gauntlets (0 def, 6 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 273): Near SightedYou completed the challenge and received: Random Artifact: Spectral Cage | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 274): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 276): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 28): ExterminatorYou completed the challenge and received: Random Artifact: Brightreek (0 def, 0 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 281): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 284): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 285): MultiplicityTurns left: 160 | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 286): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 287): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 288): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 239 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 289): Rush Hour (239)Turns left: 207 You completed the challenge and received: Random Artifact: Vox | done |
Proceed directly to the next Infinite Dungeon level in less than 191 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 29): Rush Hour (191)Turns left: 166 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 291): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 292): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 293): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 294): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 890 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 295): Rush Hour (890)Turns left: 870 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 296): Exterminator | failed |
Wake up and kill the dreaming horror boss 'Layulaith the dreaming horror'. Infinite Dungeon Challenge (Level 297): Dream HunterYou completed the challenge and received: Random Artifact: Betedhenne (10 def, 4 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 356 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 298): Rush Hour (356)Turns left: 340 You completed the challenge and received: Random Artifact: Everpyre Blade (38-53 power, 10 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 299): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 301): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 116 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 302): Rush Hour (116)Turns left: 99 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 306): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 307): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 182 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 308): Rush Hour (182)Turns left: 169 You completed the challenge and received: Random Artifact: Tooth of the Mouth (dig speed 12 turns) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 31): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 310): Near SightedYou completed the challenge and received: Random Artifact: Spellblade (50-70 power, 0 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 311): Near SightedYou completed the challenge and received: Random Artifact: Withering Orbs | done |
Wake up and kill the dreaming horror boss 'Lisanne the dreaming horror'. Infinite Dungeon Challenge (Level 312): Dream Hunter | failed |
Wake up and kill the dreaming horror boss 'Xanevena the dreaming horror'. Infinite Dungeon Challenge (Level 313): Dream Hunter | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 315): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 320 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 316): Rush Hour (320)Turns left: 308 You completed the challenge and received: Random Artifact: Airvault (0 def, 2 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 318): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 32): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 320): ExterminatorYou completed the challenge and received: Random Artifact: The Black Crown (0 def, 15 armour) | done |
Wake up and kill the dreaming horror boss 'Nerutha the dreaming horror'. Infinite Dungeon Challenge (Level 321): Dream Hunter | failed |
Proceed directly to the next Infinite Dungeon level in less than 185 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 323): Rush Hour (185)Turns left: 159 You completed the challenge and received: Random Artifact: Wheel of Fate | done |
Proceed directly to the next Infinite Dungeon level in less than 239 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 325): Rush Hour (239)Turns left: 218 You completed the challenge and received: Random Artifact: Ring of Growth | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 327): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Frostroar (0 def, 22 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 331): Mirror Match | failed |
Wake up and kill the dreaming horror boss 'Xeryma the dreaming horror'. Infinite Dungeon Challenge (Level 332): Dream Hunter | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 333): Exterminator | failed |
Wake up and kill the dreaming horror boss 'Xeratira the dreaming horror'. Infinite Dungeon Challenge (Level 336): Dream Hunter | failed |
Proceed directly to the next Infinite Dungeon level in less than 329 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 338): Rush Hour (329)Turns left: 318 You completed the challenge and received: Random Artifact: Eye of Winter (8-9 power, 18 apr, cold damage) | done |
Proceed directly to the next Infinite Dungeon level in less than 404 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 339): Rush Hour (404)Turns left: 386 You completed the challenge and received: Random Artifact: Stormfront (30-45 power, 15 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 340): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 341): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 344): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 346): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Emybeth the dreaming horror'. Infinite Dungeon Challenge (Level 347): Dream Hunter | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 348): Exterminator | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 35): Headhunter0 / 3 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 350): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 200 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 352): Rush Hour (200)Turns left: 198 You completed the challenge and received: Random Artifact: Furnacemire of lightning storm [power 578] (6 cooldown) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 353): PacifistYou completed the challenge and received: +1 Category Point and +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 355): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 359): PacifistYou completed the challenge and received: +1 Class Point and +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 224 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 36): Rush Hour (224)Turns left: 189 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 364): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 365): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 366): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 368): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 369): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 370): Exterminator | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 371): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Dúathedlen Heart | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 376): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 384): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 385): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 227 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 386): Rush Hour (227)Turns left: 202 You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 812 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 388): Rush Hour (812)Turns left: 786 You completed the challenge and received: +1 Category Point | done |
Wake up and kill the dreaming horror boss 'Layulratira the dreaming horror'. Infinite Dungeon Challenge (Level 389): Dream Hunter | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 390): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 391): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 392): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 394): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 396): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 397): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 399): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 40): Near SightedYou completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Isutta the dreaming horror'. Infinite Dungeon Challenge (Level 401): Dream Hunter | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 402): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 403): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 404): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 405): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 406): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 251 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 407): Rush Hour (251)Turns left: 242 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 408): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 41): Mirror Match | failed |
Wake up and kill the dreaming horror boss 'Xanorin the dreaming horror'. Infinite Dungeon Challenge (Level 410): Dream Hunter | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 411): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 431 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 415): Rush Hour (431)Turns left: 407 You completed the challenge and received: Random Artifact: Spellblade (50-70 power, 0 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 416): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 417): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 419): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 206 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 420): Rush Hour (206)Turns left: 134 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 423): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 426): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 427): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 215 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 429): Rush Hour (215)Turns left: 156 You completed the challenge and received: Random Artifact: The Black Spike (48-67 power, 20 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 266 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 43): Rush Hour (266)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 430): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 432): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 433): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 435): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 436): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 438): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 563 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 439): Rush Hour (563)Turns left: 553 You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 44): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 440): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 442): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 444): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 467 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 446): Rush Hour (467)Turns left: 458 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 448): Exterminator | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 45): Headhunter0 / 2 demon spawn killed. | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 451): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 453): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 323 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 454): Rush Hour (323)Turns left: 291 You completed the challenge and received: Random Artifact: Spectral Cage | done |
Proceed directly to the next Infinite Dungeon level in less than 368 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 455): Rush Hour (368)Turns left: 350 You completed the challenge and received: Random Artifact: Crown of Command (3 def, 6 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 457): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 458): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 460): Exterminator | failed |
Wake up and kill the dreaming horror boss 'Isuwen the dreaming horror'. Infinite Dungeon Challenge (Level 462): Dream Hunter | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 466): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 467): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 468): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 469): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 470): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 305 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 471): Rush Hour (305)Turns left: 290 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 472): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 473): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 560 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 474): Rush Hour (560)Turns left: 544 You completed the challenge and received: Random Artifact: Elemental Fury | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 475): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 128 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 476): Rush Hour (128)Turns left: 113 You completed the challenge and received: Random Artifact: Elyrikira (16-25 power, 1 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 477): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 478): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 48): Near SightedYou completed the challenge and received: Random Artifact: Harohek (0 def, 16 armour) | done |
Wake up and kill the dreaming horror boss 'Cyrossra the dreaming horror'. Infinite Dungeon Challenge (Level 480): Dream Hunter | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 483): Exterminator | failed |
Wake up and kill the dreaming horror boss 'Islumina the dreaming horror'. Infinite Dungeon Challenge (Level 485): Dream Hunter | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 486): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 488): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 236 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 489): Rush Hour (236)Turns left: 220 You completed the challenge and received: Random Artifact: Un'fezan's Cap (1 def, 0 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 341 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 49): Rush Hour (341)Turns left: 307 You completed the challenge and received: Random Artifact: Abyssmarrow (16-17 power, 40 apr, mind damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 492): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 493): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 494): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 497): Mirror Match | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 500): Mirror Match | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 51): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 52): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Phoenixstun (9-10 power, 24 apr, nature damage) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 55): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 56): ExterminatorYou completed the challenge and received: Random Artifact: Boltward (0 def, 5 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 57): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 59): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 6): Mirror Match | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 61): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 64): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 65): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 67): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 69): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 7): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 70): Near SightedYou completed the challenge and received: Random Artifact: Girdle of the Calm Waters | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 71): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 497 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 72): Rush Hour (497)Turns left: 400 You completed the challenge and received: Random Artifact: Radiancevagrant (30-36 power, 6 apr, acid element) | done |
Proceed directly to the next Infinite Dungeon level in less than 236 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 74): Rush Hour (236)Turns left: 201 You completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 75): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 461 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 77): Rush Hour (461)Turns left: 276 You completed the challenge and received: Random Artifact: Eye of the Forest (8 def, 0 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 80): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 83): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 84): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 85): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 91): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 92): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 93): MultiplicityTurns left: 147 | failed |
Proceed directly to the next Infinite Dungeon level in less than 116 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 94): Rush Hour (116)Turns left: 82 You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 95): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Wake up and kill the dreaming horror boss 'Poladawyn the dreaming horror'. Infinite Dungeon Challenge (Level 96): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 97): Near SightedYou completed the challenge and received: Random Artifact: Vox | done |
Proceed directly to the next Infinite Dungeon level in less than 230 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 99): Rush Hour (230)Turns left: 156 You completed the challenge and received: +1 Generic Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Defense: +9 (+0 eff.) Changes stats: +5 Wil / +6 Cun / +5 Con Changes resistances: +12% mind / +6% cold Physical save: +22 (+1 eff.) Mental save: +23 (+1 eff.) Mindpower: +10 (+0 eff.) Infravision radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 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 50% chance to evade melee and ranged attacks and 312 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 9 (based on Magic) detrimental mental effects Activation costs 14 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() Requires: - Heavy armour training - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +8 Defense: +4 (+0 eff.) Fatigue: +6% Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +20% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.30 Corruption / Vim Disease immunity: +50% See stealth: +12 See invisible: +12 Talent on hit(spell): Vimsense (10% chance level 3). This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+0 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 6 power out of 24/24) : Effective talent level: 5.5 Power cost: 6 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+0 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 7 power out of 35/35) : Effective talent level: 4.5 Power cost: 7 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 1996 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+0 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 990.91 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 12 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 61% Changes stats: +3 Dex / +8 Mag / +11 Wil / +14 Cun / +3 Con Changes resistances: +19% blight Changes damage: +19% blight / +9% arcane / +12% acid Spellpower: +15 (+0 eff.) Mindpower: +13 (+0 eff.) See invisible: +6 Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 2392 strength, based on Magic) for 5 turns Activation costs 9 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 55.0 - 77.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 198 acid damage (1/turn) Damage (radius 1) on hit: +12 arcane When wielded/worn: Accuracy: +25 (+2 eff.) Physical crit. chance: +4.0% Physical power: +30 (+0 eff.) Armour: +6 Changes stats: +11 Str / +2 Wil / +2 Cun Changes resistances penetration: +17% acid Changes damage: +28% acid / +15% physical Mental save: +18 (+1 eff.) Maximum stamina: +20.00 Mental crit. chance: +4% One-handed war axes. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +30 (+0 eff.) Effects on melee hit: * 30% chance to reduce strength, dexterity, and constitution by 50 Damage when hit (Melee): 2 light Changes stats: +12 Str / +12 Con Changes resistances: +15% fire / +15% cold Changes resistances penetration: +20% light / +15% arcane Changes damage: +21% mind Critical mult.: +20.00% Physical save: +29 (+1 eff.) Size category: +2 A belt that goes around your waist. |
In off hand | ![]() 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 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +24 (+2 eff.) Armour: +13 Fatigue: +8% Effects on melee hit: * 25 arcane resource burn Damage (Melee): 25 acid / 21 nature Effects when hit in melee: * 15 arcane resource burn On shield block: * Cause enemies within radius 6 to bleed for 592 physical damage over 5 turns (1/turn) Changes stats: +9 Str / +13 Dex / +5 Wil / +7 Con Changes resistances: +14% acid / +6% physical / +9% darkness / +20% nature / +6% mind Talent granted: +1 Block Healing mod.: +15% Handheld deflection devices. |
Cloak | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +36 (+2 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Changes stats: +3 Dex / +4 Wil / +7 Cun Critical mult.: +10.00% Physical save: +9 (+0 eff.) Mental save: +5 (+0 eff.) Stamina each turn: +1.00 Only die when reaching: -70.00 life Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 9 power out of 50/50) : Effective talent level: 3.5 Power cost: 9 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 1687.17 to 5061.51 lightning damage (3374.34 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 124% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 24 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 124% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 24 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 2352 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 2295 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() Requires: - Level 15 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 2286 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. This item has been sent to the Item's Vault. Press to compare to your current inscriptions |
![]() 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 2342 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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: 31 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 8 turns. While Heroism is active, you will only die when reaching -522 life. The duration and life will increase by 1% for every 1% life you have lost (currently 522 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() 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: 23 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 6 turns. While Heroism is active, you will only die when reaching -5098 life. The duration and life will increase by 1% for every 1% life you have lost (currently 5098 life, 6 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. 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 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 3778% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. This item has been sent to the Item's Vault. |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 3788% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 3995 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 4050 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 4342 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 4325 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 11 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 240% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 246% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 244% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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: 9 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 244% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 55 Cooldown: -29 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport up to 55 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 165%, your defense is increased by 165 and all your resistances by 165%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 5705 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 5705 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 5705 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 5705 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -44 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -44 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -44 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -44 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: -34 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 4 arcane, 5 darkness 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. Press to compare to your current inscriptions |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: -34 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 2 physical, 4 arcane, 4 fire 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. Press to compare to your current inscriptions |
![]() 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: -42 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 11972.75 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: -42 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 10614.14 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution 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. |
![]() 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: -32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 205% all resistance, you move 139% faster, and you are invisible (power 203). 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. |
![]() 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: -21 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 7985% for 10 turns (132391 total) and instantly restoring 399 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: -32 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 8337% for 10 turns (138227 total) and instantly restoring 417 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution 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. |
![]() 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: -32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 1173 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: -23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 1175 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: -21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 1181 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: -36 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 1236 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: -29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 1142 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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. |
![]() 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: -29 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 3557 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 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: -32 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 3494 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 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: -29 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 3457 damage for 5 turns. Its effects scale with your Constitution 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. Press to compare to your current inscriptions |
![]() 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: -27 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 4032 damage for 8 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 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: -27 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 3520 damage for 4 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. Press to compare to your current inscriptions |
![]() 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: -34 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 1218 with a minimum range of 15. Its effects scale with your Constitution 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. Press to compare to your current inscriptions |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+0 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+0 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 13 power out of 35/35) : Effective talent level: 3.5 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 1758 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+0 eff.) Spell save: +15 (+1 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+1 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+1 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% acid / +6% physical / +6% light / +3% blight / +13% fire / +5% arcane / +14% cold Talent mastery: +0.12 Technique / Conditioning Stamina each turn: +0.30 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str Changes resistances: +10% lightning Changes damage: +3% blight / +12% nature Stun/Freeze immunity: +20% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +7 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Lck Changes resistances: +12% temporal Changes damage: +6% temporal / +9% cold Physical save: +11 (+0 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+0 eff.) Pinning immunity: +22% Knockback immunity: +24% Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+1 eff.) Armour: +2 Defense: +26 (+1 eff.) Fatigue: -8% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 50 * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Dex / +7 Cun / +8 Con / +14 Lck Changes resistances: +3% darkness / +3% fire / +5% arcane / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +3% arcane / +12% temporal Reduces incoming crit damage: 10.00% Spell save: +3 (+0 eff.) Stun/Freeze immunity: +30% Life regen: +6.00 Stamina each turn: +1.10 Only die when reaching: -60.00 life Movement speed: +10% Healing mod.: +15% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
![]() 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 (+0 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 2392 strength, based on Magic) for 5 turns Activation costs 9 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+2 eff.) Confusion immunity: -100% Mindpower: +8 (+0 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 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 13 power out of 36/36) : Effective talent level: 5.5 Power cost: 13 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (249). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). 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. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 50 Damage when hit (Melee): 6 blight Changes stats: +4 Con / +8 Mag Changes resistances penetration: +15% blight / +10% nature Changes damage: +6% acid / +12% blight / +7% fire / +6% lightning / +6% cold Physical save: +9 (+0 eff.) Life regen: +6.00 Maximum life: +65.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
![]() 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 (+0 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 11 power out of 60/60) : Effective talent level: 4.5 Power cost: 11 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 212 light damage to everyone else who enters. The circle lasts 5 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+0 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 16294.63 physical damage (based on Magic) in a radius of 3 Activation costs 21 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+0 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 16294.63 physical damage (based on Magic) in a radius of 3 Activation costs 21 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+0 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 16294.63 physical damage (based on Magic) in a radius of 3 Activation costs 21 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 21 power out of 60/60) : Effective talent level: 3.5 Power cost: 21 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 21 power out of 60/60) : Effective talent level: 3.5 Power cost: 21 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 18 power out of 80/80) : Effective talent level: 2.5 Power cost: 18 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +12 Changes stats: +7 Dex / +7 Mag / +4 Cun / +9 Con Changes resistances: +21% fire Changes resistances penetration: +30% temporal Changes damage: +15% arcane Equilibrium when hit: +0.16 Only die when reaching: -126.16 life Spellpower: +30 (+1 eff.) Mental crit. chance: +10% Light radius: +5 Damage Shield penetration: +47% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +19 Armour: +6 Defense: +10 (+0 eff.) Damage when hit (Melee): 10 temporal Changes resistances: +29% mind / +12% fire Changes resistances cap: +5% all Critical mult.: +19.00% Physical save: +22 (+1 eff.) Confusion immunity: +41% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +6 Str / +4 Dex / +11 Mag / +6 Wil / +6 Con Changes damage: +8% temporal / +8% light / +8% physical / +12% mind / +8% darkness Mental save: +33 (+1 eff.) Confusion immunity: +22% Mana each turn: +0.55 Psi when hit: +0.20 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +47.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +6% Mindpower: +15 (+1 eff.) Mental crit. chance: +2% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Changes stats: +4 Str / +3 Dex Changes resistances: +28% lightning / +9% acid Changes resistances penetration: +15% acid Changes damage: +6% acid Talent masteries: +0.40 Technique / Superiority +0.40 Technique / Two-handed assault Physical save: +33 (+1 eff.) Spell save: +22 (+1 eff.) Mental save: +24 (+1 eff.) Stun/Freeze immunity: +42% Infravision radius: +2 See invisible: +9 Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+0 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Effects on melee hit: * 45% chance to reduce armor by 61% * 45% chance to slow global speed by 143% Damage (Melee): 14 light / 14 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 82% * 15% chance to blind Changes resistances: +12% nature / +24% cold Changes resistances penetration: +10% lightning / +10% cold / +25% nature Changes damage: +14% light / +14% darkness Physical save: +25 (+1 eff.) Spell save: +25 (+1 eff.) Mental save: +21 (+1 eff.) Life regen: +5.00 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+1 eff.) Mental save: +18 (+1 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 4 power out of 48/48) : Effective talent level: 8.2 Power cost: 4 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 4500.56 physical damage in a radius 10 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+1 eff.) Mental save: +18 (+1 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 4 power out of 48/48) : Effective talent level: 8.2 Power cost: 4 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 4500.56 physical damage in a radius 10 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -17% Effects on melee hit: * 30% chance to slow global speed by 143% Damage when hit (Melee): 2 acid / 4 mind / 6 lightning Changes stats: +10 Str / +20 Dex / +18 Cun / +20 Con Changes resistances: +12% lightning / +12% temporal / +5% arcane / +12% blight / +6% fire / +6% nature / +9% cold Changes damage: +3% mind Life regen: +9.00 Stamina each turn: +2.60 Movement speed: +20% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+1 eff.) Defense: +20 (+1 eff.) Effects on melee hit: * 40 arcane resource burn * 20% chance to reduce armor by 61% * 51% chance to slow global speed by 143% * 51% chance to reduce all saves and defense by 105 Changes stats: +16 Lck / +10 Dex Changes resistances: +12% light / +6% blight / +12% mind / +3% nature / +13% arcane Changes damage: +9% mind / +27% nature Physical save: +23 (+1 eff.) Spell save: +25 (+1 eff.) Mental save: +21 (+1 eff.) Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +31 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 4 blight Changes stats: +10 Dex / +2 Mag / +8 Cun / +14 Con Changes resistances: +6% blight / +15% physical / +9% arcane Changes resistances cap: +5% all Physical save: +27 (+1 eff.) Disarm immunity: +34% Life regen: +5.00 Stamina each turn: +2.70 Maximum life: +60.00 Maximum hate: +4.00 Movement speed: +10% Amulets make your neck look great! |
![]() 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 (+0 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+0 eff.) Fatigue: -8% Damage when hit (Melee): 4 blight Changes stats: +5 Mag Changes resistances: +6% blight / +9% fire / +15% darkness Changes resistances cap: +7% all Changes resistances penetration: +15% mind / +15% blight Changes damage: +6% temporal / +8% light / +6% fire / +8% physical / +8% darkness Physical save: +19 (+1 eff.) Life regen: +5.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Mindpower: +10 (+0 eff.) Mental crit. chance: +13% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to reduce damage dealt by 82% Changes stats: +10 Dex / +2 Mag / +10 Cun / +10 Con Changes resistances: +9% acid / +9% darkness / +12% blight / +44% fire / +8% arcane / +25% cold Blindness immunity: +26% Life regen: +5.00 Stamina each turn: +1.20 Light radius: +5 Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +10% Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +3 Str / +11 Dex / +6 Mag / +16 Wil / +8 Cun / +7 Con Changes resistances penetration: +10% arcane Changes damage: +21% blight / +6% cold / +6% arcane Life regen: +3.00 Stamina each turn: +1.50 Mana each turn: +0.49 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Light radius: +5 Movement speed: +10% Amulets make your neck look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 105 * 29% chance to reduce damage dealt by 82% Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 105 Damage (Ranged): 10 physical Changes stats: +5 Dex / +1 Mag / +9 Cun Changes resistances: +9% lightning Changes resistances penetration: +5% darkness / +15% arcane Changes damage: +9% arcane / +3% lightning Critical mult.: +10.00% Spell save: +6 (+0 eff.) Mana each turn: +0.04 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Maximum vim: +30.00 Spellpower: +20 (+0 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 7 cooldown : Effective talent level: 5.5 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+0 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 18 power out of 50/50) : Effective talent level: 3.5 Power cost: 18 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+0 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+0 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 267.50 cold and 285.88 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 21 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by 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. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+0 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+0 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+0 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+0 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+0 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+1 eff.) Physical power: +13 (+0 eff.) Effects on melee hit: * 22% chance to reduce all saves and defense by 105 Changes stats: +8 Dex / +6 Mag / +16 Cun Changes resistances: +9% mind Changes resistances penetration: +5% mind Changes damage: +18% mind / +3% fire Spellpower: +26 (+0 eff.) Mindpower: +13 (+0 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 143% Changes stats: +4 Cun / +7 Mag Changes resistances: +21% cold Reduces incoming crit damage: 15.00% Spellpower: +13 (+0 eff.) Mindpower: +13 (+0 eff.) See invisible: +9 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+0 eff.) Changes stats: +10 Str / +3 Wil / +10 Con Changes resistances: +34% acid / +3% lightning Changes resistances penetration: +15% blight Changes damage: +17% acid / +3% blight / +12% mind / +6% arcane Life regen: +20.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +100.00 Maximum mana: +60.00 Spellpower: +20 (+0 eff.) Spell crit. chance: +3% Healing mod.: +20% Rings make your fingers look great! |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning / 4 fire / 2 temporal Changes stats: +10 Wil Changes resistances: +38% cold / +40% darkness / +9% fire Changes resistances penetration: +33% lightning Changes damage: +19% cold / +20% darkness / +15% fire Mental save: +20 (+1 eff.) Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+0 eff.) Defense: +16 (+1 eff.) Changes stats: +13 Str / +3 Mag / +11 Wil / +15 Cun / +10 Con Changes resistances: +6% acid Changes damage: +6% acid Critical mult.: +15.00% Spell save: +9 (+0 eff.) Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +6% Mindpower: +13 (+0 eff.) Light radius: +2 Damage Shield penetration: +20% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+0 eff.) Changes stats: +3 Str / +2 Dex / +8 Mag / +8 Wil Changes resistances: +40% light / +15% blight Changes resistances penetration: +20% light Changes damage: +6% blight / +26% light / +8% all Reduces incoming crit damage: 20.00% Mana each turn: +0.12 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +30.00 Spellpower: +35 (+1 eff.) Mindpower: +20 (+1 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 22% chance to slow global speed by 143% * 17% chance to reduce all saves and defense by 105 Damage (Melee): 24 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 105 Damage (Ranged): 35 physical Damage when hit (Melee): 2 cold Changes stats: +10 Cun / +8 Wil Changes resistances: +20% blight / +3% cold / +9% nature Changes resistances penetration: +10% cold Changes damage: +20% blight / +9% cold Mental save: +16 (+1 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 arcane Changes stats: +10 Str / +12 Mag / +11 Wil / +10 Con Changes resistances: +40% darkness / +12% light Changes resistances penetration: +15% light / +10% temporal Changes damage: +6% light / +20% darkness / +15% arcane Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +12 (+0 eff.) Spell crit. chance: +4% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+0 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 990.91 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 12 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+0 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+2 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Physical power: +20 (+0 eff.) Changes stats: +9 Cun / +10 Dex Changes resistances: +9% lightning / +12% fire / +12% cold / +7% arcane / +20% mind Changes resistances penetration: +15% lightning Changes damage: +27% lightning / +9% fire / +20% mind / +8% all Spellpower: +20 (+0 eff.) Mindpower: +19 (+1 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+0 eff.) Fatigue: -9% Effects on melee hit: * 21% chance to reduce all saves and defense by 105 Damage when hit (Melee): 2 mind / 2 darkness Changes resistances: +38% fire / +5% arcane / +3% mind Changes damage: +15% mind / +19% fire / +6% arcane / +8% all Maximum encumbrance: +31 Spellpower: +18 (+0 eff.) Mindpower: +20 (+1 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +27 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 105 Changes stats: +18 Str / +9 Mag / +19 Con Changes resistances: +7% arcane Changes damage: +21% light / +24% mind Spell save: +18 (+1 eff.) Light radius: +4 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +14 Cun / +14 Mag Changes resistances: +6% acid / +9% light / +10% arcane / +21% mind Changes resistances penetration: +10% blight / +20% fire / +10% darkness Changes damage: +9% fire Poison immunity: +40% Silence immunity: +20% Disarm immunity: +50% Confusion immunity: +50% Pinning immunity: +50% Knockback immunity: +70% Teleport immunity: +10% Life regen: +4.00 Maximum life: +50.00 Spellpower: +30 (+1 eff.) Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+1 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+0 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 11 power out of 30/30) : Effective talent level: 3.5 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+2 eff.) Armour penetration: +17 Physical power: +20 (+0 eff.) Defense: +16 (+1 eff.) Changes stats: +7 Str / +10 Mag / +6 Con Changes resistances: +2% physical / +18% fire Changes resistances penetration: +20% fire Changes damage: +24% light / +9% darkness Spell save: +40 (+2 eff.) Only die when reaching: -40.00 life Maximum stamina: +40.00 Light radius: +4 It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 3.5 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great! |
![]() 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 (+0 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. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Damage when hit (Melee): 4 cold Changes stats: +10 Dex / +8 Mag / +8 Wil / +10 Cun Changes resistances: +18% acid / +30% cold / +12% darkness / +9% lightning Changes resistances penetration: +10% lightning / +10% cold / +10% darkness Changes damage: +30% lightning / +15% cold / +6% darkness Mental save: +15 (+0 eff.) Confusion immunity: +50% Spellpower: +15 (+0 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +2.0% Changes stats: +2 Str / +18 Mag / +8 Wil / +2 Con Changes resistances: +18% mind Changes damage: +30% mind Spell save: +20 (+1 eff.) Spellpower: +15 (+0 eff.) Mental crit. chance: +6% Light radius: +4 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+0 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 3 power out of 6/6) : Effective talent level: 5.5 Power cost: 3 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 1839.64 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+0 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 3 power out of 6/6) : Effective talent level: 5.5 Power cost: 3 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 1839.64 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +15 (+1 eff.) Changes stats: +3 Mag Changes resistances: +40% cold / +12% nature / +9% light Changes resistances penetration: +10% temporal Changes damage: +20% cold Physical save: +15 (+0 eff.) Blindness immunity: +50% Life regen: +16.00 Only die when reaching: -80.00 life Maximum life: +100.00 Spell crit. chance: +2% Infravision radius: +4 See stealth: +25 See invisible: +25 Healing mod.: +35% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+0 eff.) Effects on melee hit: * 30 arcane resource burn * 10% chance to slow global speed by 143% Changes stats: +10 Str / +5 Mag / +12 Con Changes resistances: +6% lightning / +6% darkness / +15% acid / +20% blight / +38% fire / +9% arcane / +12% nature Changes damage: +19% fire Spell save: +12 (+1 eff.) Poison immunity: +30% Disease immunity: +30% See invisible: +6 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +37 (+3 eff.) Armour penetration: +16 Armour: +4 Defense: +17 (+1 eff.) Damage when hit (Melee): 10 light Changes stats: +10 Dex / +5 Wil Changes resistances: +24% nature Changes resistances penetration: +5% blight Changes damage: +15% temporal Blindness immunity: +10% Teleport immunity: +20% Life regen: +18.00 Mana when firing critical spell: +5.27 Maximum life: +100.00 Spell crit. chance: +2% Healing mod.: +18% It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 3.5 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +17 Defense: +17 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Str / +4 Dex / +1 Cun / +3 Con Changes resistances: +15% blight / +55% fire Changes damage: +3% temporal / +29% fire Reduces incoming crit damage: 10.00% Life regen: +20.00 Maximum life: +100.00 Light radius: +3 Healing mod.: +18% It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 3.5 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+1 eff.) Changes stats: +10 Dex / +16 Mag / +8 Wil / +21 Cun Critical mult.: +15.00% Vim when firing critical spell: +4.12 Maximum psi: +30.00 Spellpower: +30 (+1 eff.) Mental crit. chance: +7% See invisible: +12 Damage Shield penetration: +30% Rings make your fingers look great! |
![]() Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+0 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 16 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+1 eff.) Spellpower: +15 (+0 eff.) Spell crit. chance: +10% It can be used to cure up to 9 diseases or poisons (based on Magic) Activation costs 4 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 150% Mag, 40% Wil Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+0 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
![]() 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Defense: +12 (+0 eff.) Effects on melee hit: * 41% chance to slow global speed by 143% * 41% chance to reduce damage dealt by 82% Damage when hit (Melee): 6 nature Changes resistances: +3% nature / +3% temporal Maximum wards: +3 lightning / +3 cold / +3 arcane / +3 fire Changes resistances penetration: +10% temporal / +15% arcane / +10% nature Changes damage: +30% lightning / +12% temporal / +9% darkness / +30% fire / +36% arcane / +30% cold Talents granted: +5 Ward +1 Command Staff Spellpower: +26 (+0 eff.) Spell crit. chance: +20% 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +20 Mag / +20 Wil / +22 Cun Changes resistances: +9% blight / +6% mind Changes damage: +3% mind / +30% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Physical save: +21 (+1 eff.) Mental save: +9 (+0 eff.) Psi when hit: +0.08 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum hate: +4.00 Maximum vim: +40.00 Spellpower: +22 (+0 eff.) Spell crit. chance: +29% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Con Changes resistances: +6% acid / +14% temporal / +15% darkness / +6% cold / +11% arcane / +8% physical Changes damage: +12% temporal / +36% fire Talent granted: +1 Command Staff Physical save: +14 (+0 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+0 eff.) Disease immunity: +40% Life regen: +10.80 Spellpower: +24 (+0 eff.) Spell crit. chance: +13% Healing mod.: +55% Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Dex / +3 Wil / +4 Con Changes resistances: +9% temporal Changes resistances penetration: +40% acid Changes damage: +30% light / +24% arcane Talent granted: +1 Command Staff Mana each turn: +0.57 Vim when firing critical spell: +5.00 Maximum vim: +25.00 Spellpower: +55 (+2 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +15 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 11 turns. 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: 42.0 - 50.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Con / +2 Mag Changes resistances: +6% cold / +6% light / +21% fire Changes damage: +9% blight / +42% fire / +9% arcane Talent granted: +1 Command Staff Mana each turn: +0.39 Vim when firing critical spell: +3.00 Maximum mana: +40.00 Spellpower: +67 (+2 eff.) Spell crit. chance: +5% See invisible: +9 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 11 turns. 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 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Armour Hardiness: +12% Defense: +25 (+1 eff.) Changes stats: +5 Dex Changes damage: +9% blight / +30% light / +6% arcane Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Physical save: +12 (+0 eff.) Spellpower: +22 (+0 eff.) Spell crit. chance: +5% See invisible: +15 Damage Shield penetration: +28% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Damage Shield Power: +18% 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 36% chance to reduce strength, dexterity, and constitution by 50 Damage when hit (Melee): 8 blight Changes resistances: +15% blight Changes resistances penetration: +15% blight Changes damage: +27% acid / +30% fire / +6% arcane / +6% blight Talent granted: +1 Command Staff Mana each turn: +0.60 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +11 Maximum vim: +32.00 Spellpower: +40 (+1 eff.) Spell crit. chance: +15% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 11 turns. 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 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +10.0% Physical power: +13 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 143% Damage (Melee): 35 fire Damage when hit (Melee): 8 nature Changes stats: +11 Con Changes resistances: +9% arcane / +6% nature Changes damage: +39% arcane Talent granted: +1 Command Staff Critical mult.: +40.00% Reduces incoming crit damage: 5.00% Physical save: +13 (+0 eff.) Spell save: +12 (+1 eff.) Mental save: +13 (+0 eff.) Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +33 (+1 eff.) Spell crit. chance: +17% Infravision radius: +2 See invisible: +20 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 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +21.0% Physical power: +15 (+0 eff.) Armour: +12 Armour Hardiness: +7% Defense: +5 (+0 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 82% Damage (Melee): 38 arcane Damage when hit (Melee): 4 fire Changes resistances: +3% temporal / +6% blight / +6% fire / +12% arcane / +15% nature Changes damage: +30% blight / +9% cold / +12% darkness / +3% fire Talent granted: +1 Command Staff Physical save: +12 (+0 eff.) Blindness immunity: +10% Stun/Freeze immunity: +20% Teleport immunity: +20% Maximum mana: +116.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +35 (+1 eff.) Spell crit. chance: +9% 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+0 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +15 (+0 eff.) Damage (Melee): 35 fire Changes stats: +3 Dex / +10 Mag / +10 Cun / +10 Con Changes resistances: +12% light Changes damage: +30% lightning / +9% fire Talent granted: +1 Command Staff Critical mult.: +67.00% N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +50.00 Maximum neg.energy: +47.00 Spellpower: +25 (+0 eff.) Spell crit. chance: +19% Light radius: +2 See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+1 eff.) Changes stats: +14 Con Changes resistances: +3% lightning / +6% darkness / +12% cold / +27% fire / +9% nature / +6% light Changes resistances penetration: +25% acid Changes damage: +9% lightning / +30% blight / +12% acid Talent granted: +1 Command Staff Spell save: +9 (+0 eff.) Life regen: +3.90 Spellpower: +32 (+1 eff.) Spell crit. chance: +5% Light radius: +5 Healing mod.: +57% It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 3.5 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 1340.37 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. 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: 42.0 - 50.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Effects on melee hit: * 40% chance to reduce armor by 61% Damage (Melee): 40 arcane Changes resistances: +12% acid Changes resistances penetration: +15% light / +21% lightning Changes damage: +42% lightning / +15% darkness / +6% light Talent granted: +1 Command Staff Maximum mana: +120.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Spellpower: +29 (+1 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+1 eff.) Effects on melee hit: * 42% chance to reduce strength, dexterity, and constitution by 50 * 10% chance to reduce damage dealt by 82% Changes stats: +20 Mag / +19 Wil / +16 Cun Changes resistances: +12% temporal Changes resistances penetration: +15% blight Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +16.00% Physical save: +6 (+0 eff.) Silence immunity: +10% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +33 (+1 eff.) Spell crit. chance: +22% Healing mod.: +10% Damage Shield penetration: +10% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 11 turns. 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: 42.0 - 50.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Physical power: +20 (+0 eff.) Defense: +10 (+0 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Str / +2 Dex Changes resistances penetration: +21% blight / +20% physical / +25% nature Changes damage: +42% blight / +6% lightning / +27% acid Talent granted: +1 Command Staff Critical mult.: +20.00% Vim when firing critical spell: +6.00 Maximum vim: +27.00 Spellpower: +29 (+1 eff.) Spell crit. chance: +13% 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: 42.0 - 50.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +20 (+1 eff.) Effects on melee hit: * 30% chance to reduce armor by 61% Damage when hit (Melee): 4 arcane Changes stats: +6 Mag / +6 Wil Changes resistances: +12% acid Changes resistances penetration: +15% mind / +25% acid Changes damage: +3% acid / +42% darkness / +3% mind Talent granted: +1 Command Staff Critical mult.: +15.00% Maximum mana: +110.00 Spellpower: +40 (+1 eff.) Spell crit. chance: +5% Damage Shield penetration: +30% Damage Shield Power: +20% 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +16 Defense: +31 (+1 eff.) Damage (Melee): 35 fire Changes stats: +1 Mag Changes resistances: +9% nature / +6% temporal Maximum wards: +3 fire Changes resistances penetration: +20% acid Changes damage: +3% mind / +30% fire Talents granted: +5 Ward +1 Command Staff Critical mult.: +56.00% Disease immunity: +10% Knockback immunity: +10% Spellpower: +25 (+0 eff.) Spell crit. chance: +14% Mindpower: +20 (+1 eff.) Light radius: +5 See invisible: +20 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes stats: +2 Wil Changes resistances: +15% darkness / +10% temporal Changes resistances penetration: +40% acid / +35% light Changes damage: +6% blight / +6% temporal / +30% light / +30% acid Talent granted: +1 Command Staff Critical mult.: +60.00% Spellpower on spell critical (stacks up to 3 times): +14 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +24 (+0 eff.) Spell crit. chance: +20% See invisible: +20 Defense after a teleport: +35 Resist all after a teleport: +29% New effects duration reduction after a teleport: +35% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +10.0% Physical power: +15 (+0 eff.) Armour: +8 Defense: +25 (+1 eff.) Changes stats: +3 Wil / +3 Cun / +7 Con Changes resistances: +12% lightning Changes resistances penetration: +10% mind Changes damage: +30% physical Talent granted: +1 Command Staff Mental save: +6 (+0 eff.) Disarm immunity: +20% Knockback immunity: +40% Life regen: +8.00 Psi when hit: +0.16 Only die when reaching: -160.00 life Spellpower: +35 (+1 eff.) Spell crit. chance: +9% Mindpower: +20 (+1 eff.) Light radius: +5 Healing mod.: +29% It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 3.5 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 1340.37 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +11 Armour: +4 Defense: +15 (+1 eff.) Changes stats: +3 Dex / +21 Con Changes resistances: +9% lightning / +15% darkness Changes damage: +6% physical / +30% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Life regen: +6.00 Spellpower: +43 (+1 eff.) Spell crit. chance: +5% Healing mod.: +105% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to reduce damage dealt by 82% * 30% chance to reduce all saves and defense by 105 Damage when hit (Melee): 8 darkness Changes stats: +6 Con Changes resistances: +10% arcane Changes resistances penetration: +30% arcane / +25% mind Changes damage: +6% acid / +30% fire / +36% darkness / +9% arcane Talent granted: +1 Command Staff Life regen: +1.30 Mana each turn: +0.48 Vim when firing critical spell: +6.00 Maximum vim: +39.00 Spellpower: +48 (+2 eff.) Spell crit. chance: +14% Healing mod.: +30% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 11 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +10.0% Physical power: +9 (+0 eff.) Damage when hit (Melee): 8 cold Changes stats: +7 Con Changes resistances: +12% lightning / +6% physical / +9% fire / +6% acid Changes resistances penetration: +5% darkness Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Physical save: +6 (+0 eff.) Cut immunity: +40% Disarm immunity: +20% Life regen: +2.00 Only die when reaching: -40.00 life Spellpower: +32 (+1 eff.) Spell crit. chance: +22% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +14.0% Physical power: +14 (+0 eff.) Armour: +4 Effects on melee hit: * 20% chance to slow global speed by 143% Changes stats: +7 Con Changes resistances: +12% darkness Changes resistances penetration: +20% darkness / +25% fire Changes damage: +30% darkness / +12% nature Talent granted: +1 Command Staff Critical mult.: +24.00% Life regen: +2.00 Maximum stamina: +30.00 Spellpower: +35 (+1 eff.) Spell crit. chance: +24% Healing mod.: +18% 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +35 (+2 eff.) Changes resistances penetration: +20% arcane / +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +17.00% Physical save: +3 (+0 eff.) Blindness immunity: +20% Disarm immunity: +20% Pinning immunity: +10% Knockback immunity: +27% Life regen: +2.00 Spellpower: +23 (+0 eff.) Spell crit. chance: +19% Mental crit. chance: +6% Damage Shield penetration: +30% Damage Shield Power: +19% 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: 42.0 - 50.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +6% light / +6% nature / +12% blight / +6% fire / +6% mind / +5% arcane Changes resistances penetration: +25% fire Changes damage: +42% darkness / +3% fire Talent granted: +1 Command Staff Mental save: +3 (+0 eff.) Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +100.00 Spellpower: +45 (+2 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 1117.81 to 1341.37 darkness damage Activation puts all charms on cooldown for 3 turns. 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances penetration: +25% blight / +15% cold Changes damage: +30% temporal / +30% darkness / +30% physical / +3% cold / +6% arcane / +30% light Talent granted: +1 Command Staff Mental save: +9 (+0 eff.) Mana each turn: +0.38 Maximum mana: +94.00 Maximum psi: +20.00 Spellpower: +22 (+0 eff.) Spell crit. chance: +8% Mindpower: +15 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 Talent on hit(spell): Lightning (10% chance level 6). 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Damage (Melee): 45 arcane Changes stats: +2 Str / +2 Dex / +3 Mag Changes resistances penetration: +10% blight Changes damage: +30% blight / +9% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +21 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +18 (+1 eff.) Mana each turn: +0.12 Vim when firing critical spell: +10.00 Maximum mana: +111.00 Maximum vim: +37.00 Spellpower: +33 (+1 eff.) Spell crit. chance: +23% 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to reduce all saves and defense by 105 Damage when hit (Melee): 4 light Changes stats: +10 Mag / +10 Cun / +9 Con Changes resistances: +12% cold / +9% temporal / +12% fire Changes damage: +30% lightning / +3% light / +30% arcane / +30% cold / +18% mind / +30% fire Talent granted: +1 Command Staff Critical mult.: +41.00% Physical save: +9 (+0 eff.) Blindness immunity: +20% N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Maximum vim: +50.00 Maximum neg.energy: +50.00 Spellpower: +28 (+1 eff.) Spell crit. chance: +19% 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+1 eff.) Physical power: +15 (+0 eff.) Damage when hit (Melee): 8 physical Changes stats: +9 Mag / +8 Cun / +8 Con Changes resistances: +5% physical Changes resistances penetration: +15% acid Changes damage: +36% acid Talent granted: +1 Command Staff Critical mult.: +29.00% Mana each turn: +0.49 N.Energy each turn: +0.20 Vim when firing critical spell: +6.00 Maximum stamina: +20.00 Maximum vim: +50.00 Maximum neg.energy: +42.00 Spellpower: +33 (+1 eff.) Spell crit. chance: +19% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 11 turns. 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 6 fire Changes stats: +14 Con Changes resistances: +12% lightning / +9% cold / +12% darkness Changes resistances penetration: +10% physical Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +18.00% Life regen: +3.50 Only die when reaching: -40.00 life Spellpower: +34 (+1 eff.) Spell crit. chance: +20% Healing mod.: +58% 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +10 (+0 eff.) Damage (Melee): 35 fire Changes resistances: +15% lightning / +4% physical / +3% light / +15% nature Changes resistances penetration: +5% arcane Changes damage: +30% lightning / +6% blight / +30% fire / +30% arcane / +30% cold Talent granted: +1 Command Staff Critical mult.: +34.00% Poison immunity: +30% Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +80.00 Spellpower: +38 (+1 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% 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 143% Damage when hit (Melee): 6 nature Changes stats: +13 Con Changes resistances: +6% blight / +6% darkness / +9% light Changes resistances penetration: +10% nature Changes damage: +30% blight / +9% nature Talent granted: +1 Command Staff Life regen: +4.00 Spellpower: +24 (+0 eff.) Spell crit. chance: +5% Healing mod.: +59% 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +2 Physical crit. chance: +14.0% Physical power: +10 (+0 eff.) Effects on melee hit: * 25% chance to reduce armor by 61% Damage (Melee): 35 arcane Changes stats: +3 Dex Changes resistances penetration: +10% physical Changes damage: +30% arcane / +18% light Talent granted: +1 Command Staff Critical mult.: +18.00% Only die when reaching: -20.00 life Maximum mana: +102.00 Spellpower: +25 (+0 eff.) Spell crit. chance: +20% Talent on hit(spell): Soul Rot (10% chance level 6). 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Damage when hit (Melee): 6 physical Changes stats: +4 Str / +8 Mag / +5 Wil / +4 Con Changes resistances: +15% arcane Changes resistances penetration: +10% physical Changes damage: +42% arcane / +6% blight Talent granted: +1 Command Staff Critical mult.: +30.00% Spell save: +12 (+1 eff.) Mana each turn: +0.48 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +206.00 Spellpower: +27 (+0 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+1 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+1 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes stats: +7 Mag / +10 Cun / +8 Con Changes resistances: +12% fire Changes resistances penetration: +15% arcane / +5% fire Changes damage: +6% arcane / +39% fire Talent granted: +1 Command Staff Critical mult.: +62.00% Physical save: +13 (+0 eff.) Spell save: +11 (+1 eff.) Mental save: +12 (+0 eff.) N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Maximum vim: +49.00 Maximum neg.energy: +23.00 Spellpower: +25 (+0 eff.) Spell crit. chance: +8% See invisible: +15 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: 42.0 - 50.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +8 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% nature Maximum wards: +2 physical Changes resistances penetration: +15% cold / +15% nature / +20% temporal Changes damage: +6% temporal / +9% cold / +6% nature / +42% physical Talents granted: +5 Ward +1 Command Staff Mana each turn: +0.40 Maximum mana: +100.00 Spellpower: +19 (+0 eff.) Spell crit. chance: +5% 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +6 Mag / +5 Wil Changes resistances: +6% arcane / +6% light Changes resistances penetration: +20% blight / +15% temporal Changes damage: +9% lightning / +30% temporal Talent granted: +1 Command Staff Vim when firing critical spell: +6.00 Maximum mana: +110.00 Maximum vim: +40.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +36 (+1 eff.) Spell crit. chance: +15% 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +20 (+1 eff.) Changes stats: +7 Wil Changes resistances: +9% acid / +15% lightning / +15% arcane / +15% cold / +15% fire / +6% mind / +18% nature Changes resistances penetration: +15% fire / +10% mind / +15% arcane Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Mental save: +15 (+0 eff.) Mana each turn: +0.40 Maximum mana: +100.00 Spellpower: +25 (+0 eff.) Spell crit. chance: +5% Mindpower: +15 (+1 eff.) Mental crit. chance: +2% Healing mod.: +15% 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 stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% fire Talent granted: +1 Command Staff Mental save: +8 (+0 eff.) Spellpower: +30 (+1 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
![]() 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 stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+0 eff.) Spellpower: +30 (+1 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +13.0% Physical power: +18 (+0 eff.) Armour: +2 Defense: +10 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 143% Changes stats: +11 Con Changes resistances: +9% blight / +1% physical / +3% light Changes resistances penetration: +15% lightning / +5% physical Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +18.00% Spell save: +6 (+0 eff.) Confusion immunity: +40% Life regen: +2.00 Only die when reaching: -80.00 life Spellpower: +35 (+1 eff.) Spell crit. chance: +24% Healing mod.: +25% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+0 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+0 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+0 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 198 lightning damage (1/turn) Damage (Melee): +4 darkness When wielded/worn: Accuracy: +21 (+1 eff.) Armour penetration: +12 Effects on melee hit: * 20% chance to reduce damage dealt by 82% Changes stats: +6 Str Changes resistances penetration: +12% lightning / +10% physical / +5% nature Changes damage: +13% lightning / +12% physical / +6% nature Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 198 acid damage (1/turn) Damage (Melee): +35 cold Damage (radius 2) on crit: +16 nature When wielded/worn: Accuracy: +19 (+1 eff.) Defense: +21 (+1 eff.) Changes stats: +6 Cun Changes resistances: +21% acid / +2% physical Changes resistances penetration: +42% acid Changes damage: +41% acid Reduces incoming crit damage: 20.00% Mental save: +6 (+0 eff.) Disease immunity: +20% Cut immunity: +37% Disarm immunity: +64% Confusion immunity: +20% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to gain 10% of a turn (3/turn limit) * Create an explosion dealing 198 acid damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 acid / +23 light Damage against: +34% Undead When wielded/worn: Physical crit. chance: +20.0% Armour: +2 Defense: +40 (+2 eff.) Effects on melee hit: * 30% chance to reduce armor by 61% Changes resistances: +9% lightning / +9% nature / +3% light / +13% arcane Changes resistances penetration: +57% acid Changes damage: +42% acid / +3% cold Blindness immunity: +50% Confusion immunity: +20% Teleport immunity: +20% Life regen: +4.00 Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 5). On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 temporal Damage (radius 1) on hit: +12 lightning / +12 temporal When wielded/worn: Accuracy: +35 (+2 eff.) Armour penetration: +21 Physical crit. chance: +17.0% Physical power: +16 (+0 eff.) Damage when hit (Melee): 6 nature Changes stats: +9 Mag / +5 Con Changes resistances penetration: +10% nature / +21% physical Infravision radius: +5 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +11.0% Attack speed: 100% Damage (Melee): +28 darkness / +12 arcane Damage (radius 2) on crit: +8 nature Damage against: +28% Living When wielded/worn: Physical power: +5 (+0 eff.) Damage when hit (Melee): 6 physical Changes stats: +4 Mag / +40 Wil / +41 Con Changes resistances: +9% nature Changes damage: +12% blight Critical mult.: +10.00% Mental save: +6 (+0 eff.) Hate when firing a critical mind attack: +1.00 Maximum life: +270.00 Spellpower: +5 (+0 eff.) Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to slow global speed by 143% Damage (Melee): +34 cold Damage (radius 1) on hit: +12 nature / +12 light / +24 arcane Damage (radius 2) on crit: +16 light / +16 cold When wielded/worn: Accuracy: +35 (+2 eff.) Armour penetration: +40 Physical crit. chance: +21.0% Damage when hit (Melee): 4 cold Changes resistances: +11% arcane Changes resistances penetration: +21% physical / +15% light / +10% arcane Changes damage: +9% light Critical mult.: +49.00% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +28 light Damage (radius 1) on hit: +12 light Damage against: +31% Undead When wielded/worn: Accuracy: +35 (+2 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Physical power: +19 (+0 eff.) Changes resistances: +9% blight Changes resistances penetration: +10% blight / +20% physical / +5% light Physical save: +6 (+0 eff.) Poison immunity: +20% Disease immunity: +20% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.5 - 117.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 temporal Damage (radius 1) on hit: +20 cold / +12 temporal When wielded/worn: Accuracy: +20 (+1 eff.) Physical crit. chance: +21.0% Physical power: +14 (+0 eff.) Defense: +16 (+1 eff.) Changes resistances: +6% light / +6% cold Changes resistances penetration: +5% mind / +10% cold Changes damage: +12% light Disarm immunity: +66% Light radius: +1 Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 nature / +8 mind Damage (radius 2) on crit: +63 lightning / +40 cold When wielded/worn: Accuracy: +31 (+2 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Damage when hit (Melee): 4 nature Changes stats: +16 Str / +8 Mag / +6 Wil / +4 Cun / +4 Con Changes resistances: +6% mind / +6% nature Changes resistances penetration: +35% lightning / +28% cold / +15% arcane / +20% fire Changes damage: +21% physical / +6% arcane / +9% mind Critical mult.: +49.00% Reduces incoming crit damage: 15.00% Infravision radius: +2 Movement speed: +70% 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: 78.5 - 117.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +24 arcane When wielded/worn: Changes stats: +9 Cun Changes damage: +21% mind Maximum vim: +50.00 Spellpower: +36 (+1 eff.) Spell crit. chance: +5% Massive two-handed battleaxes. |
![]() Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% 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 13 power out of 35/35) : Effective talent level: 4.5 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 6780.83 fire damage, and flames will be left dealing a further 1652.11 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 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 5). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 198 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +21.0% Physical power: +40 (+0 eff.) Armour: +6 Damage when hit (Melee): 12 physical Changes resistances: +12% lightning Changes resistances penetration: +20% light Physical save: +15 (+0 eff.) Spell save: +12 (+1 eff.) Knockback immunity: +30% Stamina each turn: +3.00 Light radius: +2 Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce all saves and defense by 105 * 17% chance to reduce strength, dexterity, and constitution by 50 Damage (Melee): +28 blight / +42 cold When wielded/worn: Accuracy: +30 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 105 Changes stats: +10 Dex / +1 Mag Changes resistances: +1% physical / +6% light / +6% nature Changes resistances penetration: +25% blight Critical mult.: +39.02% Disease immunity: +45% Mana each turn: +0.24 Mana when firing critical spell: +3.90 Combat speed: +10% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.5 - 105.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +56 Crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +26% Damage (radius 1) on hit: +36 physical When wielded/worn: Accuracy: +30 (+2 eff.) Physical power: +30 (+0 eff.) Damage when hit (Melee): 19 blight Changes resistances penetration: +30% darkness / +30% arcane Changes damage: +18% arcane / +36% blight Critical mult.: +30.00% Mana when firing critical spell: +3.88 Maximum mana: +194.09 Spellpower: +30 (+1 eff.) Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 75.0 - 112.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 30% chance to reduce armor by 61% Damage (radius 1) on hit: +4 nature Damage (radius 2) on crit: +63 lightning / +63 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 61% Damage when hit (Melee): 4 mind Changes stats: +19 Str / +19 Dex / +19 Mag / +19 Wil / +19 Cun / +19 Con Changes resistances penetration: +45% lightning / +35% cold Changes damage: +6% acid Critical mult.: +15.00% Hate when firing a critical mind attack: +6.00 Mindpower: +25 (+1 eff.) Mental crit. chance: +4% Movement speed: +70% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +26 nature / +8 mind Damage (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +20 (+1 eff.) Armour penetration: +4 Physical crit. chance: +21.0% Physical power: +15 (+0 eff.) Changes stats: +2 Str / +6 Dex Changes resistances: +12% blight / +9% arcane / +6% light Physical save: +12 (+0 eff.) Stamina each turn: +2.00 Mental crit. chance: +5% Combat speed: +10% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 blight / +12 fire Damage (radius 1) on hit: +28 blight When wielded/worn: Accuracy: +56 (+4 eff.) Armour penetration: +41 Physical crit. chance: +21.0% Armour: +4 Defense: +20 (+1 eff.) Changes resistances: +11% arcane / +3% cold / +9% light / +6% nature Changes resistances penetration: +15% fire / +21% all Changes damage: +3% blight Critical mult.: +42.00% Spell save: +9 (+0 eff.) Disarm immunity: +62% Confusion immunity: +10% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 77.5 - 116.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 lightning When wielded/worn: Physical crit. chance: +42.0% Physical power: +20 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 143% Changes resistances: +6% blight / +9% fire / +6% light Changes damage: +9% lightning Spell save: +12 (+1 eff.) Massive two-handed battleaxes. |
![]() Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to slow global speed by 143% * 20% chance to reduce damage dealt by 82% Damage (Melee): +42 cold / +20 darkness Damage (radius 1) on hit: +8 arcane Damage (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +35 (+2 eff.) Armour penetration: +20 Physical crit. chance: +21.0% Effects on melee hit: * 40% chance to slow global speed by 143% Changes stats: +13 Str Changes resistances: +10% arcane / +6% darkness Changes resistances penetration: +5% arcane Changes damage: +27% arcane / +20% physical Critical mult.: +45.00% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 30% chance to reduce damage dealt by 82% * 25% chance for lightning to strike from the target to a second target dealing 198 damage On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 darkness Damage (radius 1) on hit: +20 mind / +20 acid Damage (radius 2) on crit: +45 acid / +63 nature When wielded/worn: Armour penetration: +21 Physical crit. chance: +19.0% Physical power: +21 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 82% Damage when hit (Melee): 4 fire Changes resistances: +15% darkness Changes resistances penetration: +33% acid / +15% fire / +23% nature / +20% mind Changes damage: +6% acid Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 198 damage On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +20 blight When wielded/worn: Physical crit. chance: +21.0% Physical power: +20 (+0 eff.) Damage when hit (Melee): 6 blight Changes resistances: +9% blight Changes resistances penetration: +20% arcane / +10% blight Changes damage: +9% blight / +6% mind Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 61% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) Damage (Melee): +28 darkness / +28 arcane Damage (radius 2) on crit: +16 arcane Damage against: +28% Living When wielded/worn: Changes resistances: +6% temporal Changes resistances penetration: +25% arcane / +20% acid Changes damage: +9% temporal Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 70% chance to reduce strength, dexterity, and constitution by 50 Damage (Melee): +16 lightning / +8 light / +56 blight / +8 fire Damage (radius 2) on crit: +36 light / +8 fire When wielded/worn: Changes resistances: +15% lightning / +3% fire / +10% arcane Changes resistances penetration: +30% light / +15% fire Changes damage: +6% fire Disease immunity: +49% Light radius: +4 Massive two-handed battleaxes. |
![]() Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +22 cold When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Mag / +3 Wil Critical mult.: +15.00% Maximum mana: +60.00 Spellpower: +10 (+0 eff.) Massive two-handed mauls. |
![]() Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 82% Damage (Melee): +12 cold Damage (radius 1) on hit: +20 fire When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +5% arcane Changes damage: +3% darkness Massive two-handed mauls. |
![]() Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Defense: +4 (+0 eff.) Changes stats: +6 Con Changes damage: +25% nature Physical save: +4 (+0 eff.) Spell save: +19 (+1 eff.) Mental save: +4 (+0 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+1 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 30% chance to reduce strength, dexterity, and constitution by 50 Damage (Melee): +7 blight / +9 temporal / +10 darkness Damage against: +9% Living When wielded/worn: Changes resistances: +10% temporal Changes damage: +3% blight Mana when firing critical spell: +1.00 Massive two-handed mauls. |
![]() Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+1 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 7 power out of 18/18) : Effective talent level: 6.8 Power cost: 7 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 146% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
![]() Requires: - Willpower 25 - Strength 25 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 69.0 - 103.5 Uses stats: 110% Wil, 50% Mag, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% On weapon hit: * 16% chance to reduce all saves and defense by 105 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +17 mind When wielded/worn: Changes stats: +3 Dex / +2 Wil / +3 Cun Changes resistances: +6% nature / +4% physical Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Psi each turn: +0.10 Mindpower: +15 (+1 eff.) Mental crit. chance: +5% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 105 * 25% chance for lightning to strike from the target to a second target dealing 198 damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +9 fire When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 105 Damage when hit (Melee): 2 mind Changes resistances penetration: +10% mind Changes damage: +9% mind 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: 76.5 - 114.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +14 nature Damage (radius 1) on hit: +16 physical Damage (radius 2) on crit: +126 fire When wielded/worn: Accuracy: +20 (+1 eff.) Armour penetration: +17 Physical crit. chance: +1.0% Changes stats: +2 Dex Changes resistances penetration: +24% fire / +32% physical Only die when reaching: -40.00 life Global speed: +11% Massive two-handed mauls. |
![]() Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 88.5 - 132.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +63 (+4 eff.) Armour penetration: +42 Changes stats: +2 Str Changes resistances: +9% nature Changes resistances penetration: +21% all / +44% physical Critical mult.: +15.00% Physical save: +9 (+0 eff.) Spell save: +12 (+1 eff.) Life regen: +6.00 Healing mod.: +15% Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 89.0 - 133.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery 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% * Splash the target with acid dealing 330 damage over 5 turns and reducing armor and accuracy by 42 When wielded/worn: Physical crit. chance: +17.0% Damage when hit (Melee): 2 blight Changes resistances: +9% light / +6% blight Changes resistances penetration: +25% light Changes damage: +3% light Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +31 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +28% Damage (Melee): +20 blight / +8 physical When wielded/worn: Armour penetration: +21 Physical crit. chance: +42.0% Physical power: +30 (+0 eff.) Damage when hit (Melee): 2 arcane Changes stats: +2 Wil Changes damage: +3% physical Critical mult.: +69.00% Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum mana: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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: 88.0 - 132.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +24 mind Damage (radius 1) on hit: +8 acid Damage (radius 2) on crit: +55 lightning / +62 cold When wielded/worn: Accuracy: +35 (+2 eff.) Armour penetration: +20 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun Changes resistances: +12% mind Changes resistances penetration: +34% lightning / +30% cold / +19% all Physical save: +18 (+1 eff.) Mental save: +6 (+0 eff.) Hate when firing a critical mind attack: +5.00 Mental crit. chance: +6% Movement speed: +70% 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: 84.0 - 126.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 30% chance to slow global speed by 143% * 20 arcane resource burn * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes stats: +21 Str / +14 Dex / +19 Mag / +19 Wil / +21 Cun / +19 Con Changes resistances: +10% arcane / +6% blight Changes resistances penetration: +30% lightning Changes damage: +9% light / +9% lightning 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: 65.5 - 98.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 blight Damage (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +35 (+2 eff.) Armour penetration: +14 Physical crit. chance: +19.0% Physical power: +16 (+0 eff.) Effects on melee hit: * 30% chance to reduce all saves and defense by 105 Damage when hit (Melee): 6 mind Changes stats: +12 Str / +19 Dex / +14 Mag / +17 Wil / +16 Cun / +19 Con Changes resistances: +9% mind / +12% darkness Changes resistances penetration: +20% physical Changes damage: +12% arcane Critical mult.: +10.00% Mana each turn: +0.16 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +10 Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) Damage (Melee): +12 physical / +24 nature Damage (radius 1) on hit: +8 physical Damage against: +42% Unnatural When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 14 physical Changes stats: +4 Str / +10 Wil Changes resistances: +9% acid / +10% arcane Changes damage: +6% physical Critical mult.: +15.00% Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to reduce strength, dexterity, and constitution by 50 Damage (Melee): +28 blight Damage (radius 1) on hit: +16 lightning / +20 acid Damage (radius 2) on crit: +54 lightning / +63 cold / +119 fire When wielded/worn: Damage when hit (Melee): 2 blight Changes resistances: +9% temporal / +6% darkness / +6% blight / +21% fire / +9% mind Changes resistances penetration: +33% lightning / +33% cold / +35% fire Changes damage: +6% blight / +6% lightning Stun/Freeze immunity: +30% Maximum life: +60.00 Global speed: +14% Movement speed: +59% Massive two-handed mauls. |
![]() Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery 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 (radius 1) on hit: +8 lightning / +8 mind Damage (radius 2) on crit: +20 acid When wielded/worn: Armour penetration: +14 Physical crit. chance: +42.0% Physical power: +21 (+0 eff.) Changes stats: +10 Con Changes resistances: +9% lightning / +18% light / +6% nature Changes resistances penetration: +10% lightning / +21% physical Changes damage: +9% mind Critical mult.: +74.00% Disarm immunity: +49% Hate when firing a critical mind attack: +2.00 Mental crit. chance: +6% Massive two-handed mauls. |
![]() 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: 70.0 - 105.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Deals 338 Manaburn damage and puts 1 random spell talent on cooldown for 19 turns (checks Confusion immunity) Damage (Melee): +4 acid When wielded/worn: Accuracy: +26 (+2 eff.) Armour penetration: +21 Effects on melee hit: * 20% chance to reduce armor by 61% Changes resistances: +24% acid / +20% cold / +20% lightning / +24% fire / +7% arcane / +9% all Changes resistances penetration: +16% physical Changes damage: +6% acid Reduces incoming crit damage: 19.71% Spell save: +28 (+1 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery 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 61% Damage (Melee): +16 fire / +43 cold Damage (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +65 (+4 eff.) Armour penetration: +40 Damage when hit (Melee): 6 cold Changes stats: +2 Str / +3 Mag / +3 Wil / +4 Con Changes resistances: +9% cold / +21% fire Changes resistances penetration: +20% physical / +21% all Changes damage: +15% fire See invisible: +15 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: 86.0 - 129.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery 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 (radius 2) on crit: +126 fire When wielded/worn: Physical crit. chance: +21.0% Changes stats: +6 Con Changes resistances penetration: +25% cold / +35% fire Changes damage: +6% cold Light radius: +4 Infravision radius: +3 Global speed: +15% Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +31 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +21% When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +9 Dex / +2 Wil / +2 Cun Reduces incoming crit damage: 10.00% Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane 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: 66.0 - 99.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +39 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 30% chance to reduce armor by 61% * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) Damage Shield penetration (this weapon only): +28% Damage (Melee): +12 acid / +8 lightning Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +4 cold When wielded/worn: Armour penetration: +16 Physical crit. chance: +21.0% Effects on melee hit: * 30% chance to reduce damage dealt by 82% Changes resistances: +12% darkness / +3% lightning Changes resistances penetration: +10% lightning / +5% cold / +10% acid Changes damage: +9% acid / +6% cold Critical mult.: +49.00% 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: 66.0 - 99.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +26 acid / +58 nature When wielded/worn: Accuracy: +33 (+2 eff.) Armour penetration: +40 Defense: +20 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 82% Changes resistances: +21% cold Changes resistances penetration: +20% acid / +30% nature / +19% all Stun/Freeze immunity: +20% 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: 87.0 - 130.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 acid Damage (radius 2) on crit: +63 acid / +63 nature / +8 blight When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +20 Physical crit. chance: +20.0% Physical power: +21 (+0 eff.) Changes stats: +3 Dex Changes resistances: +12% blight / +1% physical / +9% mind Changes resistances penetration: +34% acid / +34% nature Changes damage: +12% blight / +9% physical / +6% acid Physical save: +24 (+1 eff.) Maximum stamina: +30.00 Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 28% chance to reduce strength, dexterity, and constitution by 50 * Create an explosion dealing 198 acid damage (1/turn) On weapon crit: * Splash the target with acid dealing 330 damage over 5 turns and reducing armor and accuracy by 42 Damage (Melee): +40 blight When wielded/worn: Changes stats: +12 Wil Changes resistances penetration: +33% acid / +10% temporal / +10% blight Changes damage: +28% acid / +15% temporal / +9% blight Disease immunity: +32% Vim when firing critical spell: +4.00 Spellpower: +20 (+0 eff.) Spell crit. chance: +5% Massive two-handed mauls. |
![]() 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: 40% Wil, 60% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery 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 (+0 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 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.5 - 44.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +10.0% Armour: +4 Changes resistances: +6% darkness / +5% arcane Cut immunity: +10% Massive two-handed swords. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 57.5 - 92.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Changes resistances: +6% nature / +5% arcane / +9% mind Disarm immunity: +20% Maximum life: +40.00 Massive two-handed swords. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 82% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +16 acid When wielded/worn: Accuracy: +23 (+2 eff.) Armour penetration: +9 Physical crit. chance: +14.0% Damage when hit (Melee): 4 darkness Changes resistances: +9% acid Changes resistances penetration: +10% darkness / +14% physical Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 nature / +16 darkness Damage (radius 1) on hit: +12 mind Damage (radius 2) on crit: +12 mind When wielded/worn: Physical power: +16 (+0 eff.) Damage when hit (Melee): 4 blight Changes stats: +16 Str / +16 Dex / +17 Mag / +14 Wil / +14 Cun / +24 Con Changes resistances: +6% light Changes resistances penetration: +15% blight / +21% physical / +10% mind Changes damage: +9% arcane Critical mult.: +25.00% Mental save: +9 (+0 eff.) Disarm immunity: +36% Mana each turn: +0.08 Psi when hit: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Maximum psi: +30.00 Maximum vim: +20.00 Spell crit. chance: +3% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30% chance to slow global speed by 143% * 48% chance to reduce all saves and defense by 105 On weapon crit: * Deals 338 Manaburn damage and puts 1 random spell talent on cooldown for 19 turns (checks Confusion immunity) Damage (Melee): +8 cold / +24 mind Damage (radius 1) on hit: +12 cold Damage (radius 2) on crit: +16 lightning When wielded/worn: Armour penetration: +21 Physical crit. chance: +20.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 105 * 20% chance to slow global speed by 143% * 20 arcane resource burn Changes stats: +10 Cun / +10 Wil Changes resistances: +6% blight / +12% temporal / +24% acid / +9% lightning Changes resistances penetration: +10% mind / +5% cold Changes damage: +6% mind / +9% cold Critical mult.: +38.00% Spell save: +30 (+2 eff.) Massive two-handed swords. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 47% chance to slow global speed by 143% * 47% chance to reduce damage dealt by 82% Damage (Melee): +8 nature Damage (radius 1) on hit: +20 cold When wielded/worn: Accuracy: +89 (+6 eff.) Armour penetration: +58 Effects on melee hit: * 20% chance to slow global speed by 143% * 30% chance to reduce damage dealt by 82% Changes resistances: +24% cold Changes resistances penetration: +21% physical / +10% cold / +41% all Changes damage: +6% cold / +3% arcane / +21% nature Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 198 lightning damage (1/turn) Damage Shield penetration (this weapon only): +40% Damage (Melee): +8 acid / +42 cold When wielded/worn: Accuracy: +33 (+2 eff.) Damage when hit (Melee): 10 blight / 4 light Changes stats: +12 Dex / +5 Mag / +2 Wil / +5 Con Changes resistances penetration: +37% lightning / +20% light Changes damage: +28% lightning Reduces incoming crit damage: 10.00% Mana when firing critical spell: +2.00 Spell crit. chance: +2% Infravision radius: +2 Combat speed: +10% Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 36% chance to gain 10% of a turn (3/turn limit) * 28% chance to reduce strength, dexterity, and constitution by 50 On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +10% Damage (Melee): +40 blight / +42 cold Damage (radius 1) on hit: +16 temporal When wielded/worn: Physical crit. chance: +19.0% Physical power: +19 (+0 eff.) Damage when hit (Melee): 6 nature Changes resistances penetration: +25% temporal Changes damage: +9% nature Critical mult.: +15.00% Disease immunity: +49% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 86.5 - 138.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +20 blight Damage (radius 2) on crit: +63 lightning / +38 cold When wielded/worn: Changes stats: +3 Str / +10 Mag Changes resistances: +12% arcane / +6% blight Changes resistances penetration: +35% lightning / +30% cold / +15% blight Mana when firing critical spell: +3.00 Vim when firing critical spell: +4.61 Maximum vim: +30.00 Spell crit. chance: +3% Movement speed: +70% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 84.0 - 134.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight Damage (radius 2) on crit: +126 fire When wielded/worn: Accuracy: +35 (+2 eff.) Armour penetration: +21 Changes stats: +4 Mag / +3 Wil Changes resistances: +10% arcane Changes resistances penetration: +21% all / +33% fire Spell save: +15 (+1 eff.) Cut immunity: +20% Teleport immunity: +42% Mana when firing critical spell: +4.20 Vim when firing critical spell: +4.00 Spellpower: +20 (+0 eff.) Global speed: +14% Healing mod.: +15% Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces 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: 62.0 - 99.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 28% chance to reduce strength, dexterity, and constitution by 50 Damage (Melee): +28 blight / +28 nature Damage (radius 2) on crit: +4 blight When wielded/worn: Armour penetration: +17 Physical crit. chance: +21.0% Damage when hit (Melee): 4 light Changes resistances penetration: +10% light / +35% lightning Changes damage: +9% lightning Critical mult.: +49.00% Disease immunity: +41% Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +40.00 Spellpower: +10 (+0 eff.) Spell crit. chance: +4% Light radius: +4 Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 66.0 - 105.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 330 damage over 5 turns and reducing armor and accuracy by 42 Damage (Melee): +8 arcane Damage (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +33 (+2 eff.) Armour penetration: +35 Physical crit. chance: +22.0% Defense: +35 (+2 eff.) Effects on melee hit: * 40% chance to reduce all saves and defense by 105 Damage when hit (Melee): 6 physical Changes stats: +4 Dex Changes resistances penetration: +25% nature / +20% all Critical mult.: +40.00% Physical save: +6 (+0 eff.) Only die when reaching: -40.00 life Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 105 Damage (Melee): +30 cold / +20 darkness Damage (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +58 (+4 eff.) Armour penetration: +40 Changes stats: +3 Dex / +2 Mag / +2 Wil / +5 Con Changes resistances: +24% darkness / +6% fire Changes resistances penetration: +10% mind / +32% physical Reduces incoming crit damage: 20.00% See invisible: +12 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +40 acid / +16 physical / +63 nature When wielded/worn: Armour penetration: +17 Changes stats: +2 Dex / +20 Wil / +21 Con Changes resistances: +36% acid / +19% lightning / +24% fire / +20% cold / +14% all Changes resistances penetration: +31% acid / +27% nature Reduces incoming crit damage: 19.02% Spell save: +20 (+1 eff.) Maximum life: +135.00 Maximum stamina: +20.00 See invisible: +6 Massive two-handed swords. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+0 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 28 power out of 80/80) : Effective talent level: 2.5 Power cost: 28 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 246.36 cold damage and 263.29 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+0 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 28 power out of 80/80) : Effective talent level: 2.5 Power cost: 28 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 246.36 cold damage and 263.29 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +7 nature Damage (radius 1) on hit: +16 physical When wielded/worn: Physical crit. chance: +2.0% Physical power: +15 (+0 eff.) Changes stats: +1 Dex Changes damage: +6% light Sharp, long, and deadly. |
![]() Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 11 power out of 30/30) : Effective talent level: 5.5 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 22% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 106 acid damage in a 4 radius ball. This damage will increase by 80% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-2 eff.) Mindpower: +9 (+0 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% mind / +8% all Mental save: -30 (-2 eff.) Spell crit. chance: +4% Mindpower: +9 (+0 eff.) Mental crit. chance: +4% The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 59.5 - 83.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +16 fire When wielded/worn: Accuracy: +24 (+2 eff.) Armour penetration: +15 Changes stats: +4 Mag Changes resistances penetration: +35% acid / +25% arcane / +15% all Spell save: +39 (+2 eff.) Maximum mana: +120.00 Spellpower: +15 (+0 eff.) Sharp, long, and deadly. |
![]() Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 60% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+0 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 7 power out of 20/20) : Effective talent level: 5.5 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +20 darkness / +8 lightning Damage (radius 2) on crit: +69 fire Damage against: +16% Living When wielded/worn: Armour: +4 Defense: +15 (+1 eff.) Damage when hit (Melee): 10 acid Changes resistances: +12% mind / +9% blight Changes resistances penetration: +45% lightning / +25% fire Changes damage: +9% acid Cut immunity: +20% Silence immunity: +30% Stun/Freeze immunity: +30% Teleport immunity: +20% Global speed: +7% Sharp, long, and deadly. |
![]() Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+1 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 54.5 - 76.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). On weapon hit: * 30% chance to slow global speed by 143% Damage Shield penetration (this weapon only): +30% Damage (Melee): +18 light / +8 darkness Damage (radius 2) on crit: +8 darkness Damage against: +30% Undead When wielded/worn: Accuracy: +38 (+3 eff.) Changes stats: +8 Dex Changes resistances: +12% acid / +6% cold Changes resistances penetration: +15% physical Reduces incoming crit damage: 10.00% Spell save: +9 (+0 eff.) Disease immunity: +20% Combat speed: +10% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +12 Defense: +30 (+1 eff.) Changes resistances: +27% acid / +17% physical / +24% light / +24% blight / +24% fire / +11% arcane Changes resistances penetration: +15% physical Spell save: +18 (+1 eff.) Stun/Freeze immunity: +43% Teleport immunity: +43% Equilibrium when hit: +0.28 Maximum hate: +21.46 Infravision radius: +6 Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 50 When wielded/worn: Accuracy: +42 (+3 eff.) Armour penetration: +30 Physical power: +15 (+0 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Str / +7 Wil / +2 Cun / +6 Con Changes resistances penetration: +14% physical / +5% arcane / +29% all Changes damage: +6% blight Disarm immunity: +27% Spellpower: +5 (+0 eff.) Spell crit. chance: +2% Infravision radius: +1 See invisible: +24 Sharp, long, and deadly. |
![]() 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: 40% Wil, 70% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery 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 (+0 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 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn When wielded/worn: Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Antimagic Zone (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30% chance to reduce strength, dexterity, and constitution by 50 Damage (Melee): +14 nature Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +33 acid / +33 nature / +8 mind When wielded/worn: Armour penetration: +15 Effects on melee hit: * 30% chance to reduce strength, dexterity, and constitution by 50 Damage when hit (Melee): 4 mind Changes stats: +13 Str / +7 Dex / +5 Mag / +15 Wil / +12 Cun / +13 Con Changes resistances: +10% arcane Changes resistances penetration: +25% acid / +25% nature Changes damage: +3% fire / +3% arcane / +12% temporal Critical mult.: +20.00% Mindpower: +5 (+0 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +20 fire When wielded/worn: Accuracy: +25 (+2 eff.) Changes stats: +8 Str / +2 Dex Changes resistances: +12% cold Changes resistances penetration: +10% fire Changes damage: +6% fire / +14% physical Physical save: +24 (+1 eff.) Spell save: +9 (+0 eff.) Mental save: +9 (+0 eff.) Cut immunity: +20% Only die when reaching: -60.00 life Infravision radius: +2 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 58.5 - 81.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 mind Damage (radius 1) on hit: +12 darkness When wielded/worn: Accuracy: +47 (+3 eff.) Armour penetration: +14 Changes stats: +11 Str / +9 Dex / +7 Mag Changes resistances: +9% acid / +6% cold Changes resistances penetration: +15% all Changes damage: +9% darkness / +15% physical Healing mod.: +40% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 blight / +30 cold When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Changes stats: +3 Wil Changes resistances: +6% lightning Changes resistances penetration: +13% physical Changes damage: +9% temporal Mana when firing critical spell: +4.32 Spellpower on spell critical (stacks up to 3 times): +22 Maximum mana: +160.00 Spellpower: +20 (+0 eff.) Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 48% chance to reduce damage dealt by 82% Damage (Melee): +12 mind / +8 darkness Damage (radius 2) on crit: +8 mind Damage against: +30% Unnatural When wielded/worn: Physical power: +13 (+0 eff.) Changes stats: +2 Mag / +20 Wil / +22 Con Changes resistances penetration: +10% nature / +15% physical Critical mult.: +25.00% Disarm immunity: +34% Hate when firing a critical mind attack: +4.00 Maximum life: +84.00 Maximum psi: +30.00 Mental crit. chance: +2% Light radius: +4 Infravision radius: +7 Sharp, long, and deadly. |
![]() Requires: - Cunning 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 40% Wil, 90% Str, 50% Mag, 20% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Damage (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) Damage (Melee): +8 nature When wielded/worn: Accuracy: +17 (+1 eff.) Changes stats: +5 Dex Changes resistances: +3% mind / +9% fire Physical save: +6 (+0 eff.) Disease immunity: +20% Maximum life: +20.00 Combat speed: +10% Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +20 fire When wielded/worn: Physical crit. chance: +14.0% Physical power: +15 (+0 eff.) Changes stats: +2 Wil Changes resistances: +3% light Changes resistances penetration: +15% arcane / +25% temporal Changes damage: +3% light Mental save: +15 (+0 eff.) Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +1.00 Maximum mana: +20.00 Maximum psi: +20.00 Spellpower: +20 (+0 eff.) Spell crit. chance: +1% Mindpower: +30 (+1 eff.) Mental crit. chance: +3% Light radius: +3 Blunt and deadly. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 62.0 - 86.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Effects on melee hit: * 10% chance to reduce armor by 61% Damage when hit (Melee): 16 fire Changes resistances: +11% arcane / +6% acid Changes resistances penetration: +15% arcane / +5% temporal Changes damage: +6% acid / +6% temporal / +27% arcane Critical mult.: +34.00% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +19 fire When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +13 Physical crit. chance: +15.0% Defense: +25 (+1 eff.) Changes resistances: +2% physical / +6% darkness / +12% blight / +3% nature / +3% temporal Changes resistances penetration: +15% blight / +15% all Changes damage: +21% arcane Mental save: +6 (+0 eff.) Silence immunity: +10% Disarm immunity: +10% Only die when reaching: -20.00 life Maximum life: +40.00 Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +20 temporal When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +15.0% Physical power: +15 (+0 eff.) Defense: +13 (+0 eff.) Damage when hit (Melee): 4 temporal / 2 cold Changes resistances: +19% temporal Changes damage: +24% blight / +9% cold / +15% temporal Disarm immunity: +50% Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +31 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +30 Physical crit. chance: +13.0% Damage when hit (Melee): 4 light Changes stats: +3 Dex / +3 Mag / +1 Cun / +5 Con Changes resistances: +3% mind Changes resistances penetration: +14% all Critical mult.: +19.00% Equilibrium when hit: +0.36 Psi when hit: +0.12 Maximum hate: +4.00 Maximum psi: +10.00 Mindpower: +25 (+1 eff.) Light radius: +4 Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +45 acid / +45 cold / +45 nature / +37 lightning When wielded/worn: Armour penetration: +14 Damage when hit (Melee): 6 acid / 4 cold Changes stats: +15 Con / +15 Wil Changes resistances: +33% cold / +10% arcane / +12% mind Changes resistances penetration: +25% acid / +25% nature / +40% cold / +10% mind / +24% lightning Changes damage: +9% cold / +6% arcane / +12% mind Maximum life: +110.00 Movement speed: +50% Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 50 Damage (Melee): +20 blight When wielded/worn: Accuracy: +40 (+3 eff.) Armour penetration: +15 Defense: +15 (+1 eff.) Damage when hit (Melee): 6 lightning Changes stats: +4 Str / +2 Wil / +3 Cun Changes resistances: +6% lightning / +27% fire Changes resistances penetration: +10% fire / +15% all Disease immunity: +33% Disarm immunity: +44% Infravision radius: +7 See invisible: +18 Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.5 - 84.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +45 acid / +39 nature When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Armour: +8 Effects on melee hit: * 40% chance to reduce all saves and defense by 105 Damage when hit (Melee): 4 arcane Changes resistances: +11% arcane / +6% fire Changes resistances penetration: +25% acid / +40% nature Changes damage: +9% mind Mental save: +12 (+0 eff.) Life regen: +4.00 Mana when firing critical spell: +3.00 Maximum life: +160.00 Spellpower: +10 (+0 eff.) Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Accuracy: +18 (+1 eff.) Armour penetration: +15 Changes stats: +13 Str / +11 Dex / +13 Mag / +11 Wil / +13 Cun / +13 Con Changes resistances penetration: +30% darkness / +15% all Changes damage: +6% blight Mana when firing critical spell: +4.36 Spellpower on spell critical (stacks up to 3 times): +16 Maximum mana: +80.00 Maximum vim: +30.00 Damage Shield penetration: +30% Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 198 damage When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +2 Physical power: +10 (+0 eff.) Effects on melee hit: * 40% chance to reduce damage dealt by 82% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +15 Str / +15 Dex / +13 Mag / +13 Wil / +13 Cun / +10 Con Changes resistances: +18% darkness Changes resistances penetration: +25% darkness / +15% arcane Changes damage: +9% darkness Critical mult.: +10.00% Maximum stamina: +40.00 Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +17 nature When wielded/worn: Accuracy: +24 (+2 eff.) Armour penetration: +17 Physical crit. chance: +15.0% Physical power: +25 (+0 eff.) Damage when hit (Melee): 10 physical Changes stats: +3 Str / +7 Dex / +3 Con Changes resistances: +9% darkness / +3% physical Changes resistances penetration: +15% physical Changes damage: +6% darkness Stamina each turn: +4.00 Only die when reaching: -20.00 life Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+2 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Changes stats: +7 Dex / +7 Mag / +17 Wil / +15 Con Changes resistances: +10% arcane / +9% nature Changes resistances penetration: +15% acid Changes damage: +12% blight / +9% arcane / +9% nature Critical mult.: +35.00% Spell save: +12 (+1 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum life: +110.00 Spellpower: +10 (+0 eff.) Combat speed: +10% Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +15 Damage when hit (Melee): 6 blight / 8 light Changes stats: +10 Str / +10 Dex / +12 Mag / +14 Wil / +9 Cun / +13 Con Changes resistances: +3% light Changes resistances penetration: +5% blight / +10% arcane / +15% all Critical mult.: +45.00% Spell save: +6 (+0 eff.) Mana when firing critical spell: +4.75 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +40.00 Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +18 nature When wielded/worn: Armour penetration: +15 Physical crit. chance: +29.0% Defense: +25 (+1 eff.) Changes resistances: +12% cold / +2% physical Changes damage: +6% nature Critical mult.: +25.00% Reduces incoming crit damage: 5.00% Physical save: +6 (+0 eff.) Knockback immunity: +20% Maximum life: +40.00 Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) Damage (Melee): +17 cold When wielded/worn: Defense: +20 (+1 eff.) Changes stats: +7 Con Changes resistances: +15% lightning Changes damage: +12% temporal Blindness immunity: +20% Poison immunity: +10% Knockback immunity: +20% Teleport immunity: +10% Life regen: +8.62 See invisible: +12 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 50 * Create an explosion dealing 198 fire damage (1/turn) Damage (Melee): +20 blight / +17 cold When wielded/worn: Changes stats: +2 Mag Changes resistances: +9% temporal Changes resistances penetration: +26% fire Changes damage: +6% acid / +12% temporal / +12% arcane / +27% fire Spell save: +15 (+1 eff.) Disease immunity: +35% Mana each turn: +0.20 Maximum vim: +60.00 Spellpower: +20 (+0 eff.) Blunt and deadly. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 darkness Damage (radius 1) on hit: +9 fire Damage (radius 2) on crit: +4 darkness When wielded/worn: Accuracy: +5 (+0 eff.) Physical crit. chance: +7.0% Physical power: +6 (+0 eff.) Changes stats: +2 Str Changes resistances: +3% light Changes resistances penetration: +10% darkness Changes damage: +6% physical Light radius: +2 One-handed war axes. |
![]() Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +11 nature / +5 darkness Damage (radius 2) on crit: +4 temporal Damage against: +5% Living When wielded/worn: Changes damage: +6% arcane One-handed war axes. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 198 damage On weapon crit: * Splash the target with acid dealing 330 damage over 5 turns and reducing armor and accuracy by 42 When wielded/worn: Accuracy: +10 (+1 eff.) Changes stats: +1 Dex Changes resistances: +3% blight Maximum stamina: +20.00 One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +14.0% Defense: +15 (+1 eff.) Changes stats: +2 Dex / +11 Mag / +7 Wil Changes resistances: +3% lightning / +9% temporal Physical save: +9 (+0 eff.) Disarm immunity: +50% One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) Damage (Melee): +13 darkness Damage (radius 1) on hit: +20 fire Damage (radius 2) on crit: +29 fire Damage against: +17% Living When wielded/worn: Changes resistances: +5% arcane / +6% fire Changes resistances penetration: +42% fire Changes damage: +3% fire Global speed: +4% One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 arcane Damage (radius 1) on hit: +8 light When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +15.0% Defense: +15 (+1 eff.) Changes resistances: +9% arcane Changes resistances penetration: +44% light Changes damage: +18% fire / +15% arcane / +9% light Disarm immunity: +50% One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +16 darkness / +4 temporal Damage (radius 1) on hit: +20 fire When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Damage when hit (Melee): 8 nature / 8 temporal Changes stats: +13 Str / +16 Dex / +17 Mag / +13 Wil / +17 Cun / +13 Con Changes damage: +9% nature Critical mult.: +35.00% Light radius: +2 One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 105 When wielded/worn: Accuracy: +59 (+4 eff.) Defense: +15 (+1 eff.) Damage when hit (Melee): 8 mind / 4 light Changes stats: +22 Str Changes resistances: +9% lightning / +12% fire / +9% light Changes resistances penetration: +10% mind / +45% fire Changes damage: +28% physical / +6% mind / +39% fire Disarm immunity: +45% One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 5). Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +16 fire When wielded/worn: Accuracy: +36 (+2 eff.) Armour penetration: +15 Defense: +15 (+1 eff.) Effects on melee hit: * 30% chance to reduce armor by 61% Changes resistances: +6% light / +33% cold Changes resistances penetration: +10% cold / +15% all Changes damage: +6% acid / +6% cold Disarm immunity: +44% One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +8 lightning / +20 fire Damage (radius 2) on crit: +12 temporal When wielded/worn: Accuracy: +16 (+1 eff.) Armour penetration: +15 Physical crit. chance: +13.0% Physical power: +15 (+0 eff.) Damage when hit (Melee): 6 blight Changes stats: +4 Str / +4 Mag / +3 Cun / +9 Con Changes resistances penetration: +15% all Changes damage: +6% blight / +6% lightning Reduces incoming crit damage: 15.00% Mana each turn: +0.12 Maximum mana: +40.00 Spellpower: +15 (+0 eff.) Spell crit. chance: +4% One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 56.0 - 78.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 50 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +17 blight Damage (radius 1) on hit: +8 light When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 37% chance to reduce all saves and defense by 105 Changes resistances: +12% blight Changes resistances penetration: +25% blight / +15% mind Disease immunity: +30% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Spell crit. chance: +2% Damage Shield penetration: +40% One-handed war axes. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 49.0 - 68.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +16 lightning / +12 darkness Damage (radius 2) on crit: +16 light When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 30% chance to reduce damage dealt by 82% Damage when hit (Melee): 4 light Changes resistances: +6% lightning / +18% darkness / +6% light Changes resistances penetration: +15% darkness Changes damage: +6% darkness / +6% physical Critical mult.: +10.00% One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +50 (+3 eff.) Armour penetration: +24 Changes stats: +2 Dex / +15 Wil / +14 Con Changes resistances: +21% acid / +12% blight Changes resistances penetration: +13% physical / +20% fire / +12% all Physical save: +12 (+0 eff.) Blindness immunity: +20% Cut immunity: +30% Confusion immunity: +30% Maximum life: +116.00 One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 50.0 - 70.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +12 lightning / +20 cold / +12 light When wielded/worn: Changes resistances: +9% cold Changes damage: +12% cold One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) Damage (radius 1) on hit: +16 temporal / +12 darkness / +16 nature Damage (radius 2) on crit: +8 nature / +16 light When wielded/worn: Accuracy: +23 (+2 eff.) Physical power: +15 (+0 eff.) Effects on melee hit: * 40% chance to reduce damage dealt by 82% Damage when hit (Melee): 4 light Changes stats: +11 Str / +7 Con Changes resistances penetration: +15% light / +15% physical Changes damage: +12% nature / +15% physical Disarm immunity: +35% One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 198 damage Damage (Melee): +37 cold Damage (radius 1) on hit: +12 temporal Damage (radius 2) on crit: +24 temporal When wielded/worn: Accuracy: +20 (+1 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +35 (+0 eff.) Defense: +20 (+1 eff.) Changes resistances: +3% physical Changes damage: +6% temporal Critical mult.: +35.00% One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 53.0 - 74.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) Damage (radius 2) on crit: +12 light When wielded/worn: Armour penetration: +15 Physical crit. chance: +18.0% Changes stats: +3 Wil / +1 Con Changes resistances: +6% temporal / +12% cold / +21% nature / +6% darkness Critical mult.: +34.00% Physical save: +9 (+0 eff.) Maximum stamina: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 56.0 - 78.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +12 blight / +12 arcane Damage (radius 1) on hit: +20 blight When wielded/worn: Armour penetration: +2 Armour: +12 Changes stats: +7 Str / +3 Mag / +32 Wil / +26 Con Changes resistances penetration: +15% physical Changes damage: +12% mind Critical mult.: +10.00% Maximum life: +220.00 Mindpower: +15 (+1 eff.) One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 198 damage Damage (Melee): +8 mind Damage (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +46 (+3 eff.) Armour penetration: +28 Physical crit. chance: +4.0% Changes stats: +3 Cun / +12 Str Changes resistances penetration: +14% physical / +15% all Changes damage: +6% mind Critical mult.: +15.00% Stamina each turn: +3.00 Maximum stamina: +20.00 Infravision radius: +4 See invisible: +6 One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 52.5 - 73.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +18 temporal Damage (radius 2) on crit: +16 blight When wielded/worn: Accuracy: +30 (+2 eff.) Physical power: +35 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 82% Changes stats: +2 Str / +7 Con Changes resistances: +20% temporal Changes resistances penetration: +30% physical Changes damage: +6% arcane / +12% physical Disarm immunity: +35% Stamina each turn: +2.00 One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to slow global speed by 143% Damage (Melee): +8 cold Damage (radius 2) on crit: +30 acid / +48 fire / +30 nature When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +14 Effects on melee hit: * 10% chance to slow global speed by 143% Changes stats: +11 Str Changes resistances: +6% acid / +12% temporal / +18% darkness / +6% nature / +3% mind / +10% arcane Changes resistances penetration: +25% acid / +25% fire / +19% nature / +5% cold Changes damage: +15% physical / +12% mind / +6% nature Global speed: +11% One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 198 acid damage (1/turn) Damage (Melee): +8 mind / +24 nature Damage (radius 1) on hit: +24 light When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +28 Physical crit. chance: +14.0% Damage when hit (Melee): 4 mind Changes resistances penetration: +30% acid / +10% physical / +10% light / +10% fire / +20% nature Changes damage: +29% acid / +6% fire / +30% nature Critical mult.: +35.00% Light radius: +4 One-handed war axes. |
![]() Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +43 acid / +14 nature / +40 mind Damage (radius 1) on hit: +28 acid Damage (radius 2) on crit: +43 mind When wielded/worn: Effects on melee hit: * 43% chance to reduce armor by 61% Damage when hit (Melee): 18 acid / 14 mind / 14 blight Changes resistances: +30% lightning Changes resistances penetration: +35% lightning Changes damage: +30% blight / +21% lightning / +18% arcane / +18% mind Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+3 eff.) Armour penetration: +15 Physical power: +15 (+0 eff.) Armour: +8 Defense: +11 (+0 eff.) Effects on melee hit: * 36% chance to reduce all saves and defense by 105 Changes stats: +6 Dex / +2 Wil / +6 Con Changes resistances penetration: +30% physical Spell save: +3 (+0 eff.) Mental save: +3 (+0 eff.) Disarm immunity: +79% Stun/Freeze immunity: +20% Maximum life: +60.00 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 198 damage On weapon crit: * Splash the target with acid dealing 330 damage over 5 turns and reducing armor and accuracy by 42 Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 blight / +12 physical Damage (radius 1) on hit: +8 temporal Damage (radius 2) on crit: +8 acid When wielded/worn: Armour penetration: +4 Changes stats: +3 Dex / +15 Wil / +15 Con Changes resistances: +12% acid Changes damage: +24% blight / +6% acid Physical save: +21 (+1 eff.) Maximum life: +110.00 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 143% On weapon crit: * Splash the target with acid dealing 330 damage over 5 turns and reducing armor and accuracy by 42 Damage (Melee): +24 cold / +8 fire / +8 nature Damage (radius 2) on crit: +16 nature / +16 fire When wielded/worn: Accuracy: +23 (+2 eff.) Physical power: +13 (+0 eff.) Damage when hit (Melee): 8 temporal Changes stats: +8 Str / +6 Con Changes resistances: +18% nature Changes resistances penetration: +10% fire / +25% nature / +15% physical Changes damage: +6% cold / +12% nature / +15% physical Disarm immunity: +33% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 198 damage On weapon crit: * Splash the target with acid dealing 330 damage over 5 turns and reducing armor and accuracy by 42 Damage (Melee): +8 blight When wielded/worn: Physical power: +13 (+0 eff.) Changes stats: +3 Mag / +10 Con Changes resistances: +15% light / +3% blight Changes resistances penetration: +15% physical Changes damage: +12% light Critical mult.: +35.00% Spell save: +12 (+1 eff.) Disarm immunity: +35% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +1 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +37 acid / +35 cold / +45 nature / +41 lightning When wielded/worn: Armour penetration: +15 Physical crit. chance: +14.0% Changes resistances: +12% light Changes resistances penetration: +25% acid / +20% blight / +25% cold / +25% nature / +37% lightning Changes damage: +21% arcane Critical mult.: +10.00% Physical save: +12 (+0 eff.) Stamina each turn: +3.00 Maximum stamina: +50.00 Maximum vim: +40.00 Movement speed: +48% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +34 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +19% Damage (Melee): +12 darkness When wielded/worn: Physical crit. chance: +15.0% Changes resistances: +9% acid / +12% fire / +12% light Changes resistances penetration: +5% cold Critical mult.: +10.00% Physical save: +6 (+0 eff.) Knockback immunity: +40% Psi when hit: +0.12 Mindpower: +15 (+1 eff.) Mental crit. chance: +3% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 52.0 - 67.6 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 nature Damage (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +14 Damage when hit (Melee): 4 blight Changes stats: +13 Str / +13 Dex / +13 Mag / +13 Wil / +16 Cun / +11 Con Changes resistances: +12% nature Changes resistances penetration: +12% all Changes damage: +12% nature / +6% blight Spell save: +9 (+0 eff.) Mental save: +6 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Mindpower: +10 (+0 eff.) Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 50 Damage (Melee): +36 blight / +4 arcane Damage (radius 2) on crit: +20 darkness When wielded/worn: Accuracy: +25 (+2 eff.) Effects on melee hit: * 36% chance to reduce damage dealt by 82% Changes stats: +9 Str / +13 Mag / +11 Wil Changes damage: +14% physical Critical mult.: +20.00% Disease immunity: +35% Vim when firing critical spell: +3.64 Maximum vim: +20.00 Spellpower: +15 (+0 eff.) Spell crit. chance: +5% Damage Shield penetration: +20% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Changes stats: +12 Mag / +11 Wil Changes resistances: +24% lightning / +15% fire / +6% mind / +12% arcane Changes resistances penetration: +14% all Changes damage: +15% arcane Physical save: +6 (+0 eff.) Pinning immunity: +30% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +160.00 Spellpower: +10 (+0 eff.) Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 36% chance to reduce armor by 61% * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) Damage (Melee): +36 fire Damage (radius 2) on crit: +20 light / +20 fire When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +15 Physical power: +15 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +7 Con Changes resistances: +12% acid Changes resistances penetration: +30% physical Changes damage: +6% fire Disarm immunity: +35% Light radius: +4 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 fire Damage (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +73 (+5 eff.) Armour penetration: +45 Armour: +6 Damage when hit (Melee): 8 fire Changes stats: +1 Dex / +2 Wil / +2 Con Changes resistances: +10% arcane Changes resistances penetration: +25% mind / +43% physical Changes damage: +15% fire Hate when firing a critical mind attack: +6.00 Only die when reaching: -40.00 life Maximum psi: +20.00 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +33 acid / +34 nature When wielded/worn: Accuracy: +23 (+2 eff.) Armour penetration: +30 Physical crit. chance: +15.0% Defense: +35 (+2 eff.) Damage when hit (Melee): 4 blight Changes stats: +6 Dex / +3 Cun / +2 Con Changes resistances penetration: +25% acid / +25% nature Changes damage: +18% arcane Critical mult.: +55.00% Maximum stamina: +40.00 Maximum psi: +40.00 Combat speed: +10% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 82% * 10% chance to reduce armor by 61% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +4 darkness / +4 acid Damage (radius 2) on crit: +38 acid / +34 nature / +12 darkness When wielded/worn: Armour penetration: +15 Effects on melee hit: * 46% chance to slow global speed by 143% Changes stats: +13 Str / +10 Dex / +13 Mag / +13 Wil / +11 Cun / +13 Con Changes resistances: +5% arcane / +6% nature / +24% darkness Changes resistances penetration: +35% acid / +25% nature / +30% arcane Sharp, short and deadly. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +4 light When wielded/worn: Defense: +10 (+0 eff.) Damage (Melee): 5 mind / 3 darkness Changes resistances: +3% blight / +3% fire / +5% arcane / +6% lightning Changes damage: +4% lightning / +6% physical / +4% darkness / +5% cold / +3% nature / +3% mind Talent granted: +1 Attune Mindstar Spell save: +3 (+0 eff.) Disease immunity: +10% Pinning immunity: +17% Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +4 lightning / +12 light Damage (radius 2) on crit: +16 light When wielded/worn: Changes stats: +2 Str / +3 Dex / +4 Wil / +5 Cun / +1 Con Changes resistances: +13% mind Changes resistances penetration: +5% arcane Changes damage: +6% blight Talent granted: +1 Attune Mindstar Critical mult.: +13.00% Reduces incoming crit damage: 10.00% Spell save: +9 (+0 eff.) Mental save: +5 (+0 eff.) Psi each turn: +0.70 Maximum mana: +60.00 Maximum psi: +26.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +3% Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Damage Shield penetration: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +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 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+0 eff.) Maximum psi: +30.00 Mindpower: +12 (+0 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 19.0 - 20.9 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +43 Crit. chance: +11.0% Attack speed: 100% Damage (radius 1) on hit: +8 temporal When wielded/worn: Armour penetration: +2 Physical power: +20 (+0 eff.) Defense: +10 (+0 eff.) Damage (Melee): 10 lightning / 10 physical / 10 cold / 8 acid / 10 fire Changes stats: +2 Wil / +3 Mag Changes resistances: +10% lightning / +10% physical / +10% fire / +9% cold / +10% acid Changes damage: +22% lightning / +12% fire / +21% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Critical mult.: +20.00% Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) Equilibrium when hit: +2.20 Maximum stamina: +40.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Light radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 25.5 - 28.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +45 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +16 lightning When wielded/worn: Accuracy: +30 (+2 eff.) Physical power: +20 (+0 eff.) Damage (Melee): 14 mind / 10 darkness Changes resistances: +9% nature / +3% temporal Changes resistances penetration: +10% nature Changes damage: +10% darkness / +10% nature / +10% mind Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Physical save: +6 (+0 eff.) Life regen: +2.00 Only die when reaching: -60.00 life Maximum life: +50.00 Maximum stamina: +20.00 Maximum psi: +20.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Healing mod.: +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: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% 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: * 30% chance to slow global speed by 143% On weapon crit: * Deals 338 Manaburn damage and puts 1 random spell talent on cooldown for 19 turns (checks Confusion immunity) Damage (Melee): +16 light / +8 mind Damage (radius 1) on hit: +4 mind When wielded/worn: Changes resistances: +18% acid / +12% temporal / +5% arcane / +6% light Changes damage: +25% lightning / +21% fire / +6% mind / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Spell save: +15 (+1 eff.) Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Light radius: +5 Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +38 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 - 19.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +12 darkness When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage (Melee): 20 physical Damage when hit (Melee): 2 nature Changes stats: +8 Cun Changes resistances: +12% temporal / +20% physical / +3% nature / +6% cold Changes resistances penetration: +10% acid / +27% physical / +7% cold / +10% fire Changes damage: +13% acid / +35% physical / +15% cold / +15% fire Talent granted: +1 Attune Mindstar Critical mult.: +20.00% Cut immunity: +30% Disarm immunity: +20% Life regen: +2.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Healing mod.: +10% 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: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% 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: * 52% chance to reduce armor by 61% Damage (radius 1) on hit: +8 mind When wielded/worn: Damage (Melee): 20 physical / 15 mind / 15 darkness Changes stats: +8 Wil Changes resistances: +12% lightning / +25% physical / +13% arcane / +6% nature Changes resistances penetration: +25% mind / +16% physical Changes damage: +25% lightning / +20% physical / +10% darkness / +17% cold / +10% mind / +22% fire Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Physical save: +15 (+0 eff.) Maximum life: +40.00 Maximum mana: +60.00 Maximum vim: +20.00 Spellpower: +10 (+0 eff.) Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +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 psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 143% * 19% chance to reduce armor by 61% Damage (Melee): +16 blight Damage (radius 1) on hit: +8 nature / +16 lightning When wielded/worn: Damage (Melee): 15 mind / 12 darkness Changes stats: +5 Cun / +2 Wil Changes resistances: +10% nature Changes resistances penetration: +10% nature / +15% blight Changes damage: +10% mind / +10% darkness / +31% nature Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 25.00% Mindpower: +10 (+0 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% 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: * 30% chance to reduce all saves and defense by 105 Damage Shield penetration (this weapon only): +30% Damage (Melee): +8 blight / +20 light Damage (radius 1) on hit: +8 mind / +32 cold When wielded/worn: Defense: +36 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 105 Damage when hit (Melee): 4 arcane / 4 light Changes stats: +5 Cun Changes resistances: +10% nature / +12% arcane Changes resistances penetration: +15% blight / +7% nature / +25% arcane Changes damage: +16% lightning / +16% cold / +10% nature / +16% physical Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Critical mult.: +29.00% Pinning immunity: +40% Spellpower: +20 (+0 eff.) Mindpower: +10 (+0 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: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +36 fire Damage (radius 1) on hit: +12 light When wielded/worn: Damage (Melee): 8 lightning / 10 physical / 14 darkness / 10 acid / 8 fire / 15 mind / 8 cold Changes stats: +4 Wil Changes resistances: +10% lightning / +9% physical / +9% darkness / +12% blight / +7% fire / +16% cold / +10% acid Changes resistances penetration: +15% light Changes damage: +30% fire / +35% mind / +10% darkness Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 25.00% Spell save: +9 (+0 eff.) Psi when firing a critical mind attack: +4.00 Mindpower: +14 (+0 eff.) Mental crit. chance: +11% See invisible: +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 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 cold Damage (radius 2) on crit: +8 cold When wielded/worn: Defense: +29 (+1 eff.) Damage (Melee): 18 fire Changes resistances: +15% temporal / +6% darkness / +3% cold / +9% nature / +20% fire Changes resistances penetration: +5% cold / +20% fire Changes damage: +27% lightning / +22% cold / +17% fire / +15% physical Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 5.00% Cut immunity: +47% Pinning immunity: +40% Life regen: +2.00 Maximum life: +41.00 Mindpower: +10 (+0 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 psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 lightning When wielded/worn: Defense: +25 (+1 eff.) Damage (Melee): 20 acid Changes stats: +3 Cun / +15 Wil Changes resistances: +20% acid / +7% physical / +6% fire Changes resistances penetration: +20% acid / +10% physical Changes damage: +20% acid / +9% physical Talent granted: +1 Attune Mindstar Spell save: +10 (+1 eff.) Stun/Freeze immunity: +30% Knockback immunity: +20% Life regen: +5.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Healing mod.: +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 psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 20.5 - 22.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 physical Damage (radius 1) on hit: +16 darkness / +8 cold When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +2.0% Defense: +10 (+0 eff.) Damage (Melee): 20 physical / 15 mind / 13 darkness Damage when hit (Melee): 6 light Changes stats: +3 Con Changes resistances: +20% physical / +12% light / +9% cold Changes resistances penetration: +10% cold / +13% physical Changes damage: +25% lightning / +20% physical / +10% darkness / +3% light / +19% cold / +10% mind / +13% fire Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Physical save: +15 (+0 eff.) Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Light radius: +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: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% 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: Changes stats: +2 Str / +3 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances: +10% nature / +7% physical Changes resistances penetration: +10% nature / +7% physical Changes damage: +10% physical / +10% nature / +9% darkness Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Life regen: +1.90 Maximum life: +50.00 Maximum vim: +100.00 Spellpower: +20 (+0 eff.) Spell crit. chance: +2% Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Light radius: +4 Infravision radius: +4 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +42 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 arcane Damage (radius 1) on hit: +16 physical Damage (radius 2) on crit: +8 physical / +8 temporal When wielded/worn: Armour penetration: +2 Physical power: +10 (+0 eff.) Changes stats: +6 Str / +4 Wil / +4 Cun Changes resistances: +10% physical / +25% mind / +6% temporal Changes resistances penetration: +7% physical Changes damage: +9% physical Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 10.00% Mental save: +16 (+1 eff.) Stamina each turn: +5.00 Psi each turn: +1.50 Mana when firing critical spell: +3.00 Maximum psi: +100.00 Spell crit. chance: +7% Mindpower: +10 (+0 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: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * 54% chance to slow global speed by 143% * 16% chance to reduce armor by 61% Damage (radius 1) on hit: +16 nature When wielded/worn: Damage (Melee): 18 lightning Damage when hit (Melee): 8 arcane Changes stats: +7 Str / +7 Dex / +7 Mag / +7 Wil / +13 Cun / +10 Con Changes resistances: +20% lightning Changes resistances penetration: +20% lightning Changes damage: +20% lightning Talent granted: +1 Attune Mindstar Life regen: +1.70 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +30.00 Maximum mana: +80.00 Spell crit. chance: +4% Mindpower: +10 (+0 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 acid Damage (radius 2) on crit: +8 fire When wielded/worn: Armour: +15 Defense: +22 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 143% Damage (Melee): 20 cold Damage when hit (Melee): 10 acid Changes stats: +10 Wil / +3 Cun / +5 Con Changes resistances: +6% fire / +14% cold Changes resistances penetration: +20% acid / +20% cold / +10% fire Changes damage: +16% lightning / +36% cold / +12% nature / +15% physical Talent granted: +1 Attune Mindstar Spell save: +10 (+1 eff.) Pinning immunity: +40% Mindpower: +10 (+0 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: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +12 physical When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +3 Effects on melee hit: * 30 arcane resource burn Damage (Melee): 40 lightning Changes stats: +17 Str / +14 Dex / +14 Mag / +14 Wil / +12 Cun / +18 Con Changes resistances: +40% lightning / +8% nature / +6% blight Changes resistances penetration: +9% nature / +40% lightning Changes damage: +39% lightning / +9% nature / +12% mind Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Light radius: +6 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +16 lightning When wielded/worn: Armour: +12 Defense: +10 (+0 eff.) Changes resistances: +12% acid / +4% physical / +10% blight / +7% nature / +3% mind Changes resistances penetration: +10% nature / +10% mind Changes damage: +25% lightning / +25% fire / +19% nature / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 5.00% Blindness immunity: +40% Disease immunity: +44% Cut immunity: +30% Teleport immunity: +20% Life regen: +4.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% 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: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight Damage (radius 1) on hit: +4 nature Damage (radius 2) on crit: +4 nature When wielded/worn: Armour: +8 Changes stats: +2 Dex Changes resistances: +9% lightning / +12% temporal / +3% blight / +18% mind / +3% nature Changes resistances penetration: +20% nature / +12% mind / +15% darkness Changes damage: +6% nature / +25% mind / +22% darkness Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Mental save: +8 (+0 eff.) Disarm immunity: +10% Psi each turn: +1.50 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -140.00 life Maximum hate: +10.00 Maximum psi: +50.00 Mindpower: +21 (+1 eff.) Mental crit. chance: +5% Healing mod.: +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 psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 cold Damage (radius 1) on hit: +8 cold When wielded/worn: Armour: +8 Defense: +10 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 143% Changes resistances: +9% lightning / +9% fire / +9% nature Changes resistances penetration: +30% mind / +26% darkness Changes damage: +49% mind / +32% darkness Talent granted: +1 Attune Mindstar Blindness immunity: +30% Disarm immunity: +20% Life regen: +1.50 Maximum life: +50.00 Maximum hate: +18.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% 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: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +4 acid When wielded/worn: Armour: +4 Defense: +25 (+1 eff.) Damage (Melee): 10 lightning / 10 physical / 10 fire / 8 acid / 10 cold Damage when hit (Melee): 6 acid Changes stats: +3 Con Changes resistances: +10% lightning / +15% physical / +6% darkness / +9% fire / +15% mind / +12% cold / +5% arcane / +10% acid Changes damage: +23% mind / +6% acid Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Poison immunity: +10% Psi when firing a critical mind attack: +5.00 Hate per kill: +4.00 Psi per kill: +5.00 Mindpower: +16 (+1 eff.) Mental crit. chance: +11% It can be used to inflict 3136.44 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 7 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Attack speed: 118% Firing range: +10 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Dex / +20 Wil Changes resistances penetration: +20% nature / +20% physical Changes damage: +30% nature / +30% physical Mental crit. chance: +15% In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +12 arcane Damage (radius 2) on crit: +136 acid / +123 nature When wielded/worn: Armour penetration: +40 Physical power: +23 (+0 eff.) Changes stats: +9 Str Changes resistances: +21% mind Changes resistances penetration: +76% acid / +76% nature / +15% arcane Changes damage: +6% arcane Disease immunity: +10% Confusion immunity: +20% Stun/Freeze immunity: +30% Maximum life: +40.00 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * 30% chance to reduce strength, dexterity, and constitution by 50 Damage (Ranged): +30 cold When wielded/worn: Physical power: +10 (+0 eff.) Armour: +12 Changes resistances: +15% nature / +3% physical Changes resistances penetration: +52% physical / +23% temporal Changes damage: +9% blight / +33% temporal / +23% physical / +32% cold Talent cooldown: Arrow Stitching (-1 turn) Cut immunity: +20% Pinning immunity: +10% Stamina each turn: +5.00 Maximum life: +20.00 Light radius: +1 Healing mod.: +15% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * 37% chance to slow global speed by 143% Damage (Ranged): +4 light Damage (radius 1) on hit: +8 light Damage (radius 2) on crit: +16 light When wielded/worn: Accuracy: +68 (+5 eff.) Armour penetration: +46 Damage when hit (Melee): 10 light Changes stats: +11 Con Changes resistances: +3% lightning / +6% blight / +12% fire / +5% arcane / +3% nature Changes resistances penetration: +44% all Talent mastery: +0.30 Wild-gift / Fungus It can be used to regenerate 366 life over 5 turns Activation puts all charms on cooldown for 7 turns. Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +38 lightning / +12 cold When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +9 Mag / +3 Wil Changes resistances: +9% mind / +9% cold Changes resistances penetration: +15% blight / +38% physical / +15% arcane / +20% mind Changes damage: +32% lightning Critical mult.: +20.00% Maximum mana: +40.00 Maximum vim: +30.00 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 50 Damage (radius 2) on crit: +16 blight / +116 fire When wielded/worn: Effects on ranged hit: * 37% chance to reduce strength, dexterity, and constitution by 50 Damage when hit (Melee): 2 fire Changes stats: +11 Dex / +23 Wil / +18 Con Changes resistances: +9% arcane / +21% fire Changes resistances penetration: +20% mind / +48% fire Changes damage: +9% fire / +9% arcane / +9% mind Maximum life: +143.00 Global speed: +16% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +12 mind / +17 fire When wielded/worn: Accuracy: +22 (+2 eff.) Armour penetration: +12 Damage when hit (Melee): 8 acid Changes stats: +12 Str / +7 Dex / +3 Cun / +2 Con Changes resistances: +9% acid / +18% fire Changes resistances penetration: +15% all / +24% physical Changes damage: +9% acid / +15% fire / +9% mind Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +200% Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +12 cold / +85 fire When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +15.0% Damage when hit (Melee): 8 lightning / 6 cold Changes stats: +3 Dex / +3 Mag / +7 Cun / +2 Con Changes resistances: +9% nature / +6% light Changes resistances penetration: +25% fire Light radius: +3 Infravision radius: +5 See invisible: +9 Global speed: +11% Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +368% Damage (Ranged): +25 nature / +16 fire When wielded/worn: Accuracy: +30 (+2 eff.) Physical crit. chance: +7.0% Armour: +4 Changes stats: +2 Con Changes resistances: +3% physical Changes resistances penetration: +14% nature Changes damage: +22% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Hate when firing a critical mind attack: +2.00 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +200% Damage (Ranged): +16 light Damage (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +15.0% Damage when hit (Melee): 6 fire Changes stats: +7 Cun / +7 Con Changes resistances: +10% arcane / +6% light Changes resistances penetration: +20% light Changes damage: +9% acid / +15% fire / +9% light Talent mastery: +0.20 Wild-gift / Fungus Combat speed: +10% It can be used to regenerate 260 life over 5 turns Activation puts all charms on cooldown for 7 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 36% chance to reduce strength, dexterity, and constitution by 50 Damage (Ranged): +18 acid / +8 mind / +12 blight When wielded/worn: Effects on ranged hit: * 20% chance to reduce all saves and defense by 105 Changes stats: +5 Cun Changes resistances: +9% arcane / +18% acid Changes resistances penetration: +10% arcane / +35% physical Changes damage: +22% acid / +18% mind / +3% blight Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +200% Damage (Ranged): +20 blight When wielded/worn: Physical power: +14 (+0 eff.) Changes stats: +22 Str / +11 Dex / +13 Mag / +14 Wil / +18 Cun / +15 Con Changes resistances: +15% cold Changes resistances penetration: +25% arcane / +10% fire Changes damage: +21% cold Critical mult.: +10.00% Vim when firing critical spell: +4.80 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +4% Light radius: +1 See invisible: +3 Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). Damage (Ranged): +8 blight / +20 fire Damage (radius 2) on crit: +8 mind When wielded/worn: Damage when hit (Melee): 2 mind / 6 light Changes stats: +7 Mag Changes resistances: +4% physical / +21% light / +21% temporal Changes damage: +20% fire / +15% arcane / +21% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Reduces incoming crit damage: 15.00% Spell save: +6 (+0 eff.) Spellpower: +15 (+0 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 1) on hit: +16 fire Damage (radius 2) on crit: +8 temporal When wielded/worn: Accuracy: +27 (+2 eff.) Physical crit. chance: +13.0% Damage when hit (Melee): 6 mind Changes resistances penetration: +20% light Changes damage: +9% fire / +15% temporal / +9% mind / +21% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Maximum psi: +30.00 Mindpower: +25 (+1 eff.) Mental crit. chance: +3% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage Shield penetration (this weapon only): +40% Damage (Ranged): +8 light When wielded/worn: Physical power: +54 (+1 eff.) Armour: +4 Defense: +10 (+0 eff.) Ammo reloads per turn: +2 Changes stats: +20 Str / +12 Dex / +16 Mag / +13 Wil / +13 Cun / +13 Con Changes resistances penetration: +15% blight Changes damage: +31% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Mana when firing critical spell: +4.50 Light radius: +4 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +300% Damage (Ranged): +8 mind / +12 arcane Damage (radius 1) on hit: +20 arcane When wielded/worn: Physical crit. chance: +3.0% Changes stats: +7 Con Changes resistances penetration: +50% physical Talent mastery: +0.20 Wild-gift / Fungus Critical mult.: +20.00% Hate when firing a critical mind attack: +2.00 Only die when reaching: -100.00 life Maximum stamina: +20.00 It can be used to regenerate 254 life over 5 turns Activation puts all charms on cooldown for 7 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (radius 1) on hit: +12 darkness Damage (radius 2) on crit: +12 darkness / +76 fire When wielded/worn: Accuracy: +23 (+2 eff.) Armour penetration: +15 Damage when hit (Melee): 4 cold Changes stats: +4 Wil Changes resistances: +9% nature / +15% cold Changes resistances penetration: +15% all / +22% fire Changes damage: +18% blight / +18% darkness Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +2% Global speed: +8% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 30 arcane resource burn * 30% chance to slow global speed by 143% Damage (radius 2) on crit: +38 lightning / +40 cold / +8 light When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +15 Damage when hit (Melee): 2 light Changes stats: +18 Wil / +4 Cun / +15 Con Changes resistances: +3% acid Changes resistances penetration: +17% lightning / +22% cold / +15% all Changes damage: +9% light / +6% mind Mental save: +15 (+0 eff.) Maximum life: +110.00 Mental crit. chance: +2% Movement speed: +50% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage Shield penetration (this weapon only): +30% Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +16 fire When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +15.0% Physical power: +15 (+0 eff.) Damage when hit (Melee): 8 fire Changes stats: +7 Str / +3 Wil Changes resistances: +9% fire Changes resistances penetration: +15% blight / +25% physical / +30% arcane Changes damage: +9% fire / +12% nature / +6% arcane Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +180.00 Damage Shield penetration: +40% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +16 mind / +8 lightning When wielded/worn: Physical power: +15 (+0 eff.) Defense: +20 (+1 eff.) Effects on ranged hit: * 25 arcane resource burn * 20% chance to reduce armor by 61% Changes stats: +18 Str / +10 Dex / +12 Mag / +20 Wil / +20 Cun / +13 Con Changes resistances: +9% nature / +6% fire Changes damage: +6% lightning Talent mastery: +0.20 Wild-gift / Antimagic Reduces incoming crit damage: 10.00% Physical save: +15 (+0 eff.) Mental save: +30 (+1 eff.) Disease immunity: +20% Teleport immunity: +40% Life regen: +6.00 Mindpower: +15 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.5% Capacity: 21 On weapon hit: * 20% chance to reduce armor by 61% * 20% chance to knock the target back 3 spaces and deal 790 physical damage On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 acid / +14 cold / +14 physical Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 Turns elapse between self-loadings: 3 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 198 damage Damage (radius 1) on hit: +11 fire / +8 nature / +4 temporal Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 8.0 - 11.2 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +12.5% Capacity: 21 On weapon hit: * 10% chance to reduce damage dealt by 82% * 20% chance to knock the target back 3 spaces and deal 790 physical damage On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +17 physical / +15 fire / +8 darkness Damage (radius 1) on hit: +12 darkness Damage (radius 2) on crit: +12 darkness / +11 fire Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 60% Dex, 70% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 40% Wil, 50% Dex, 50% Mag, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 69.0 - 96.6 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 23 When this weapon hits: Curse of Defenselessness (20% chance level 5). On weapon hit: * 35% chance to reduce armor by 61% * 30% chance to reduce strength, dexterity, and constitution by 50 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 mind / +12 arcane Damage (radius 1) on hit: +16 blight / +12 acid Damage (radius 2) on crit: +12 arcane / +8 acid Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 78.5 - 109.9 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +30 Armour Penetration: +18 Crit. chance: +23.0% Capacity: 23 On weapon hit: * 35% chance to slow global speed by 143% * 30 arcane resource burn * 35% chance to reduce armor by 61% * 20% chance to knock the target back 3 spaces and deal 790 physical damage On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +35 lightning / +60 physical Damage (radius 1) on hit: +24 darkness Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 78.0 - 109.2 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +43.0% Capacity: 22 On weapon hit: * 30% chance to reduce damage dealt by 82% * 30% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +24 darkness / +66 cold / +12 arcane Damage (radius 1) on hit: +28 darkness Damage (radius 2) on crit: +12 temporal Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 77.0 - 107.8 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 23 On weapon hit: * 43% chance to reduce all saves and defense by 105 * 43% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 790 physical damage On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +24 temporal / +24 light / +50 cold / +60 physical Damage (radius 1) on hit: +8 arcane Damage (radius 2) on crit: +28 temporal / +23 cold / +8 arcane / +12 mind Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 75.0 - 105.0 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +36 Armour Penetration: +18 Crit. chance: +26.0% Capacity: 22 On weapon hit: * 38 arcane resource burn * 38% chance to reduce all saves and defense by 105 On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +45 darkness / +16 mind Damage (radius 1) on hit: +12 mind / +20 cold Damage (radius 2) on crit: +8 mind / +38 cold Damage against: +23% Living Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 90.0 - 126.0 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +54 Crit. chance: +35.0% Capacity: 20 On weapon hit: * 30% chance to slow global speed by 143% * 30% chance to reduce all saves and defense by 105 Travel speed: +400% Damage (Ranged): +50 lightning / +8 cold / +20 nature Damage (radius 1) on hit: +16 mind / +4 cold Damage (radius 2) on crit: +23 lightning Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 107.5 - 150.5 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +29.0% Capacity: 22 On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Travel speed: +361% Damage (Ranged): +45 cold Damage (radius 1) on hit: +16 darkness When wielded/worn: Ammo reloads per turn: +7 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 74.5 - 104.3 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 23 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: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 lightning / +42 nature / +34 mind Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +20 lightning / +20 mind Damage against: +45% Unnatural Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 76.5 - 107.1 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 20 On weapon hit: * 30% chance to reduce strength, dexterity, and constitution by 50 * 30% chance to reduce armor by 61% * 40% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 790 physical damage On weapon crit: * Splash the target with acid dealing 330 damage over 5 turns and reducing armor and accuracy by 42 * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +24 acid / +60 physical / +36 blight / +24 cold Damage (radius 2) on crit: +8 blight / +12 temporal / +32 acid / +28 cold Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 78.0 - 109.2 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 21 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 422 physical damage On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +8 lightning / +28 fire Damage (radius 1) on hit: +8 lightning / +16 fire / +16 nature Damage (radius 2) on crit: +28 lightning / +32 fire / +52 nature Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 94.5 - 132.3 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 24 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 50 * 20% chance to knock the target back 3 spaces and deal 790 physical damage On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 lightning / +60 physical / +20 blight / +20 mind Damage (radius 1) on hit: +12 lightning / +16 mind / +4 blight Damage (radius 2) on crit: +12 lightning / +20 mind / +32 blight Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 55.5 - 77.7 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 20 On weapon hit: * 35% chance to slow global speed by 143% * 23% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +30 temporal / +80 darkness / +35 nature Damage (radius 1) on hit: +8 nature / +16 darkness Damage against: +30% Living Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 71.5 - 100.1 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 790 physical damage * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Travel speed: +334% Damage Shield penetration (this weapon only): +50% Damage (Ranged): +54 physical Damage (radius 1) on hit: +24 acid Damage (radius 2) on crit: +16 physical Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +38 Armour Penetration: +18 Crit. chance: +26.0% Capacity: 23 On weapon hit: * 20% chance to reduce armor by 61% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Deals 338 Manaburn damage and puts 1 random spell talent on cooldown for 19 turns (checks Confusion immunity) Damage (Ranged): +32 lightning / +20 light Damage (radius 1) on hit: +24 lightning / +46 light / +36 darkness Damage (radius 2) on crit: +12 light Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 74.0 - 103.6 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 198 damage * Create an explosion dealing 275 lightning damage (1/turn) Damage (Ranged): +16 light / +20 mind Damage (radius 1) on hit: +24 light Damage (radius 2) on crit: +12 cold / +8 mind / +12 light Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 73.0 - 102.2 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +27.0% Capacity: 23 Turns elapse between self-loadings: 6 On weapon hit: * 53% chance to reduce all saves and defense by 105 * 20% chance to create vines that bind the target to the ground dealing 790 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Travel speed: +425% Damage (Ranged): +55 mind Damage (radius 2) on crit: +20 physical When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 25.0 - 30.0 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 198 damage On weapon crit: * Splash the target with acid dealing 330 damage over 5 turns and reducing armor and accuracy by 42 Damage (Ranged): +8 light / +8 arcane Damage (radius 1) on hit: +8 light Damage (radius 2) on crit: +4 light Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 22.0 - 26.4 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +9.5% Capacity: 14 On weapon hit: * 20% chance to reduce all saves and defense by 105 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 330 damage over 5 turns and reducing armor and accuracy by 42 Damage (radius 1) on hit: +7 fire Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 26.5 - 31.8 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +16.5% Capacity: 17 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 790 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 422 physical damage On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +7 physical When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 50 Travel speed: +388% Damage (Ranged): +50 blight / +39 physical Damage (radius 1) on hit: +39 cold When wielded/worn: Ammo reloads per turn: +8 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 68.5 - 82.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +7.0% Capacity: 48 Turns elapse between self-loadings: 4 On weapon hit: * 43% chance to reduce all saves and defense by 105 * 20% chance to knock the target back 3 spaces and deal 790 physical damage Damage (Ranged): +40 physical / +28 arcane / +36 mind / +30 cold Damage (radius 1) on hit: +20 mind / +8 arcane Damage (radius 2) on crit: +28 arcane Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 70.0 - 84.0 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +35.0% Capacity: 22 On weapon hit: * 30% chance to reduce damage dealt by 82% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Travel speed: +405% Damage (Ranged): +16 cold / +20 nature Damage (radius 2) on crit: +8 darkness / +16 cold When wielded/worn: Ammo reloads per turn: +8 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 67.0 - 80.4 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +31.0% Capacity: 23 On weapon hit: * 10% chance to reduce armor by 61% * 47% chance to reduce all saves and defense by 105 * 47% chance to slow global speed by 143% * 30% chance to reduce damage dealt by 82% * 47 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 422 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +8 acid / +24 darkness / +12 light Damage (radius 1) on hit: +4 darkness / +8 light Damage (radius 2) on crit: +12 darkness Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 81.5 - 97.8 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Capacity: 18 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 790 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 lightning / +44 fire Damage (radius 1) on hit: +20 fire Damage (radius 2) on crit: +32 lightning / +4 temporal / +20 fire Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 64.5 - 77.4 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 18 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 790 physical damage On weapon crit: * Splash the target with acid dealing 330 damage over 5 turns and reducing armor and accuracy by 42 * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +40% Damage (Ranged): +28 blight / +20 fire / +40 arcane / +40 physical Damage (radius 1) on hit: +16 arcane / +4 fire Damage (radius 2) on crit: +12 fire Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 78.5 - 94.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +32.0% Capacity: 21 On weapon hit: * 44% chance to reduce strength, dexterity, and constitution by 50 On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +26 lightning / +44 light / +24 arcane Damage (radius 1) on hit: +40 light Damage (radius 2) on crit: +12 lightning / +8 blight Shots are used with slings to pummel your foes to death. |
![]() 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: 51.0 - 61.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 21 On weapon hit: * 41% chance to reduce damage dealt by 82% * 30% chance to reduce all saves and defense by 105 * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 422 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Travel speed: +200% Damage (Ranged): +32 darkness Damage (radius 2) on crit: +12 temporal / +16 darkness / +36 mind Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +21.0% Capacity: 21 Turns elapse between self-loadings: 2 On weapon hit: * 42% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 790 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +32 lightning / +32 temporal / +38 physical / +12 arcane Damage (radius 1) on hit: +20 arcane Damage (radius 2) on crit: +16 lightning / +28 temporal Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +8 temporal / +16 fire Damage (radius 1) on hit: +8 lightning / +12 fire Damage (radius 2) on crit: +20 temporal / +8 fire Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 On weapon hit: * 20% chance to slow global speed by 143% * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) Damage (Ranged): +28 fire / +26 cold Damage (radius 1) on hit: +12 acid Damage (radius 2) on crit: +20 acid / +14 fire / +15 cold Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 68.5 - 82.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +25.0% Capacity: 23 On weapon hit: * 48 arcane resource burn * 20% chance to reduce all saves and defense by 105 On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Travel speed: +482% Damage (Ranged): +26 darkness Damage against: +30% Unnatural / +20% Living / +30% Unliving When wielded/worn: Ammo reloads per turn: +10 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 77.5 - 93.0 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +33.0% Capacity: 22 On weapon hit: * 40% chance to reduce all saves and defense by 105 * 10% chance to gain 10% of a turn (3/turn limit) * 50% chance to put 1 talent on cooldown for 19 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +8 temporal / +4 light / +20 mind Damage (radius 1) on hit: +8 fire / +20 mind / +8 light Damage (radius 2) on crit: +28 light Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 77.0 - 92.4 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +31.0% Capacity: 24 On weapon hit: * 20% chance to reduce all saves and defense by 105 On weapon crit: * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +43 lightning / +28 blight / +40 acid Damage (radius 1) on hit: +28 blight / +24 acid Damage (radius 2) on crit: +14 lightning / +12 mind Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 51.0 - 61.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * 40% chance to reduce strength, dexterity, and constitution by 50 * 40% chance to reduce armor by 61% * 35% chance to reduce all saves and defense by 105 * Create an explosion dealing 257 acid damage (1/turn) * 20% chance to knock the target back 3 spaces and deal 790 physical damage Damage (Ranged): +16 acid / +29 physical / +12 arcane / +24 mind Damage (radius 1) on hit: +16 blight Damage (radius 2) on crit: +20 acid / +28 blight Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 70.5 - 84.6 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +34.0% Capacity: 20 On weapon hit: * 40% chance to reduce damage dealt by 82% On weapon crit: * Splash the target with acid dealing 330 damage over 5 turns and reducing armor and accuracy by 42 * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 592 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 mind / +40 cold / +36 darkness Damage (radius 1) on hit: +24 cold Damage (radius 2) on crit: +32 darkness / +28 cold Shots are used with slings to pummel your foes to death. |
![]() Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Defense: +8 (+0 eff.) Ranged Defense: +12 (+0 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+0 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
![]() Requires: - Shield usage training - Cunning 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 61% Damage when hit (Melee): 22 lightning / 14 arcane On shield block: * Cause enemies within radius 6 to bleed for 592 physical damage over 5 turns (1/turn) Changes stats: +6 Dex / +5 Mag Changes resistances: +19% lightning / +29% cold / +9% acid Talent granted: +1 Block Spell save: +6 (+0 eff.) Mana each turn: +0.12 Mana when firing critical spell: +2.00 Vim when firing critical spell: +3.00 Maximum mana: +20.00 Spellpower: +5 (+0 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +2.0% Armour: +25 Defense: +25 (+1 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce damage dealt by 82% On shield block: * Cause enemies within radius 6 to bleed for 592 physical damage over 5 turns (1/turn) Changes stats: +5 Str / +5 Dex Changes resistances: +13% acid / +2% physical / +13% cold / +42% fire / +13% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 29 cold Damage when hit (Melee): 21 ice / 31 fire / 4 mind / 4 blight On shield block: * Cause enemies within radius 6 to bleed for 592 physical damage over 5 turns (1/turn) Changes stats: +6 Str / +2 Wil Changes resistances: +12% nature / +20% fire Changes damage: +6% blight / +6% arcane / +15% lightning Talent granted: +1 Block Spell save: +15 (+1 eff.) Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +3% 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 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +29 Fatigue: +8% Damage (Melee): 10 fire Damage when hit (Melee): 21 fire Changes stats: +5 Wil / +7 Con Changes resistances: +6% lightning Changes resistances penetration: +25% light / +10% mind Changes damage: +15% light Talent granted: +1 Block Critical mult.: +20.00% Physical save: +15 (+0 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +4.00 Maximum psi: +20.00 Mental crit. chance: +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 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +24 (+2 eff.) Armour: +10 Fatigue: +8% Changes stats: +13 Str / +9 Dex Changes resistances: +13% acid / +12% light / +13% cold / +9% blight / +31% fire / +10% arcane / +12% lightning Changes resistances penetration: +10% lightning Talent granted: +1 Block Spell save: +15 (+1 eff.) Life regen: +8.11 Maximum life: +80.00 Healing mod.: +10% Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +8 (+0 eff.) Ranged Defense: +10 (+0 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+1 eff.) Spellpower: +12 (+0 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +8 (+0 eff.) Ranged Defense: +10 (+0 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+1 eff.) Spellpower: +12 (+0 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 21 fire Changes stats: +6 Str / +6 Wil Changes resistances: +18% physical / +33% blight / +19% fire / +10% arcane / +17% temporal Changes resistances penetration: +10% acid / +15% darkness / +5% arcane Changes damage: +21% blight Talent granted: +1 Block Slows Projectiles: +40% Bonus block near projectiles: +68 Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 11 cooldown : Effective talent level: 3.5 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (654) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +20 Defense: +15 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 31 fire On shield block: * Cause enemies within radius 6 to bleed for 592 physical damage over 5 turns (1/turn) Changes stats: +6 Str Changes resistances: +30% acid / +9% darkness / +20% fire / +12% nature / +9% cold Changes damage: +6% lightning Talent granted: +1 Block Spell save: +6 (+0 eff.) Mental save: +3 (+0 eff.) Poison immunity: +30% Teleport immunity: +10% Maximum life: +120.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +24 (+2 eff.) Physical crit. chance: +4.0% Physical power: +20 (+0 eff.) Armour: +22 Defense: +20 (+1 eff.) Fatigue: +8% On shield block: * Deals 297 light and fire damage to each enemy blocked Changes stats: +13 Str / +16 Dex Changes resistances: +15% light / +11% fire / +20% mind / +13% arcane Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +24 (+2 eff.) Armour: +33 Fatigue: +8% Changes stats: +13 Str / +9 Dex / +4 Cun Changes resistances: +12% acid / +17% temporal Maximum wards: +5 lightning / +8 temporal / +8 darkness / +8 fire / +8 nature / +4 blight / +8 cold / +8 arcane / +7 light Talents granted: +1 Ward +1 Block Reduces incoming crit damage: 10.00% Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (734) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 9 power out of 50/50) : Effective talent level: 3.5 Power cost: 9 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 1687.17 to 5061.51 lightning damage (3374.34 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+0 eff.) Fatigue: +8% Effects on melee hit: * 39% chance to slow global speed by 143% Damage when hit (Melee): 18 blight / 10 lightning Changes stats: +9 Str / +14 Con Changes resistances: +15% nature Changes resistances penetration: +49% blight Spell save: +27 (+1 eff.) Life regen: +9.00 Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +12 Maximum life: +62.00 Maximum vim: +70.00 Light radius: +6 See invisible: +15 Healing mod.: +18% A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +20 (+1 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes resistances: +6% acid / +35% physical / +29% cold / +6% mind / +25% fire Changes resistances penetration: +15% blight Reduces incoming crit damage: 15.00% Spell save: +15 (+1 eff.) Mental save: +9 (+0 eff.) Life regen: +15.00 Only die when reaching: -40.00 life Maximum life: +70.00 Maximum mana: +40.00 Spell crit. chance: +5% Healing mod.: +19% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +45 (+2 eff.) Fatigue: +8% Changes stats: +2 Mag / +10 Wil Changes resistances: +30% blight / +10% arcane / +36% darkness / +81% lightning Changes resistances penetration: +10% arcane Changes damage: +6% mind Physical save: +3 (+0 eff.) Blindness immunity: +42% Life regen: +4.00 Light radius: +2 A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+1 eff.) Fatigue: +8% Changes resistances: +3% temporal / +9% darkness / +12% blight / +10% mind / +3% light Changes resistances penetration: +20% acid Changes damage: +12% acid / +3% light Spell save: +9 (+0 eff.) Mental save: +25 (+1 eff.) Poison immunity: +10% Life regen: +22.00 Maximum life: +221.00 Healing mod.: +34% A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +20 (+1 eff.) Fatigue: +8% Damage (Melee): 9 darkness Damage (Ranged): 10 darkness Changes stats: +9 Str Changes resistances: +9% lightning / +30% temporal / +62% darkness / +6% light / +15% mind / +16% physical Reduces incoming crit damage: 25.00% Mental save: +25 (+1 eff.) Disease immunity: +10% Confusion immunity: +40% Stun/Freeze immunity: +30% Light radius: +2 Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +28% It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 9 turns. A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +20 (+1 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +2 Dex / +6 Wil Changes resistances: +30% acid / +27% darkness / +11% arcane / +23% blight Changes resistances penetration: +20% temporal / +20% fire Changes damage: +12% arcane / +12% temporal Critical mult.: +40.00% Life regen: +11.00 Maximum life: +80.00 Maximum stamina: +20.00 Light radius: +2 Healing mod.: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +20 (+1 eff.) Fatigue: +8% Effects on melee hit: * 40% chance to reduce all saves and defense by 105 Damage (Melee): 17 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire / 6 temporal Changes resistances: +43% acid / +83% fire / +6% temporal / +15% cold Changes resistances penetration: +15% temporal / +20% fire Changes damage: +24% temporal Allows you to breathe in: water Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +35 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 143% Changes stats: +9 Str / +11 Dex / +9 Mag / +13 Wil / +17 Cun Changes resistances: +10% mind Changes resistances penetration: +50% acid Mental save: +49 (+2 eff.) Equilibrium when hit: +0.12 Maximum life: +70.00 Mindpower: +20 (+1 eff.) Mental crit. chance: +4% Light radius: +2 Infravision radius: +6 See invisible: +24 A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +30 (+1 eff.) Fatigue: +8% Changes stats: +7 Str / +10 Dex / +8 Cun Changes resistances: +15% lightning / +10% arcane / +12% nature Changes resistances penetration: +10% mind Changes damage: +6% nature / +9% mind Spell save: +25 (+1 eff.) Mental save: +9 (+0 eff.) Life regen: +8.00 Stamina each turn: +2.50 Psi when hit: +0.04 Maximum hate: +4.00 Mental crit. chance: +8% Light radius: +1 Infravision radius: +1 A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +55 (+3 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Damage when hit (Melee): 8 blight Changes stats: +3 Str / +2 Mag / +6 Wil Changes resistances: +30% blight / +30% physical / +39% darkness / +26% fire Changes damage: +6% lightning Reduces incoming crit damage: 10.00% Spell save: +6 (+0 eff.) Confusion immunity: +20% Teleport immunity: +30% Life regen: +8.00 Mana when firing critical spell: +4.52 Maximum life: +72.00 Maximum stamina: +40.00 Light radius: +2 Healing mod.: +20% A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +37 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 4 acid / 8 fire Changes stats: +8 Str / +14 Dex / +10 Cun Changes resistances: +10% arcane / +12% fire Changes resistances penetration: +10% acid / +20% temporal Changes damage: +12% mind / +9% fire Critical mult.: +15.00% Physical save: +18 (+1 eff.) Spell save: +25 (+1 eff.) Mental save: +15 (+0 eff.) Hate when firing a critical mind attack: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +25 (+2 eff.) Physical crit. chance: +4.0% Physical power: +25 (+0 eff.) Armour: +8 Defense: +20 (+1 eff.) Fatigue: +8% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +12 Str / +3 Con Changes resistances: +53% acid / +27% fire / +19% darkness / +18% physical Changes resistances penetration: +15% nature Changes damage: +9% blight / +9% physical Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 11 cooldown : Effective talent level: 4.2 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 93 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +20 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 4 arcane / 2 acid Changes stats: +2 Wil / +4 Mag Changes resistances: +15% acid / +15% cold / +3% nature / +29% lightning Changes resistances penetration: +10% acid / +20% arcane / +10% nature Changes damage: +6% blight Allows you to breathe in: water Life regen: +11.00 Mana each turn: +0.08 Mana when firing critical spell: +4.64 Vim when firing critical spell: +4.00 Maximum life: +64.00 Maximum vim: +40.00 Healing mod.: +20% A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +21 Defense: +20 (+1 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Damage when hit (Melee): 6 lightning Changes stats: +3 Cun / +10 Str Changes resistances: +45% physical / +24% darkness / +39% fire / +12% arcane / +15% nature Changes resistances penetration: +20% mind / +20% nature Changes damage: +6% nature Spell save: +12 (+1 eff.) Life regen: +8.00 Stamina each turn: +2.50 Psi when hit: +0.04 Mental crit. chance: +3% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 11 cooldown : Effective talent level: 4.2 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 93 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 4 mind / 8 blight Changes stats: +7 Str / +12 Wil / +9 Cun / +7 Con Changes resistances: +15% lightning / +30% cold / +6% mind Changes resistances penetration: +20% fire / +30% arcane / +10% mind Changes damage: +6% fire Mental save: +24 (+1 eff.) Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +96.00 Spellpower: +45 (+2 eff.) Spell crit. chance: +5% A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 48 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to slow global speed by 143% Changes stats: +7 Str / +6 Con Changes resistances: +39% lightning / +6% temporal / +30% light / +19% blight / +12% fire / +26% nature / +12% cold Changes resistances penetration: +5% fire / +10% light / +10% mind Reduced damage from: +15% Unnatural Maximum life: +100.00 Light radius: +1 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 crit. chance: +3.0% Armour: +20 Defense: +25 (+1 eff.) Fatigue: +12% Changes stats: +12 Str / +5 Wil / +6 Con Changes resistances: +30% blight / +36% cold / +27% darkness Changes damage: +6% fire Life regen: +9.00 Maximum life: +80.00 Light radius: +2 Healing mod.: +19% 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: Accuracy: +20 (+1 eff.) Armour penetration: +5 Armour: +10 Defense: +5 (+0 eff.) Fatigue: +21% Damage (Melee): 22 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire / 4 physical Changes stats: +5 Str / +13 Con Changes resistances: +24% acid / -12% light / +42% fire / +6% blight / +30% cold / +12% arcane / +12% darkness Changes damage: +6% light Critical mult.: +20.00% Physical save: +8 (+0 eff.) Spell save: +30 (+2 eff.) Mental save: +16 (+1 eff.) Poison immunity: +20% Silence immunity: +20% A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +32 Defense: +5 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 8 arcane Changes resistances: +15% acid / +15% light / +12% cold / +8% arcane / +18% mind Physical save: +9 (+0 eff.) Spell save: +25 (+1 eff.) Poison immunity: +28% Mindpower: +25 (+1 eff.) A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+0 eff.) Fatigue: +2% Damage when hit (Melee): 4 darkness Changes stats: +17 Wil Changes resistances: +30% darkness / +26% blight / +6% light / +12% nature / +10% mind Changes resistances penetration: +15% light Critical mult.: +35.00% Physical save: +14 (+0 eff.) Spell save: +3 (+0 eff.) Mental save: +19 (+1 eff.) Equilibrium when hit: +0.08 Light radius: +2 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: Armour: +20 Defense: +5 (+0 eff.) Fatigue: +17% Effects on melee hit: * 35% chance to reduce strength, dexterity, and constitution by 50 Damage when hit (Melee): 6 light / 6 blight Changes stats: +9 Con Changes resistances: +10% physical / +14% fire / -8% light / +15% darkness Physical save: +48 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +7% A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +20 Defense: +20 (+1 eff.) Fatigue: +12% Changes stats: +1 Str / +6 Cun / +4 Con Changes resistances: +20% blight / +6% fire / +20% nature / +9% darkness Changes resistances penetration: +5% acid / +25% cold Changes damage: +24% acid Reduced damage from: +15% Unnatural Spell save: +9 (+0 eff.) Mental save: +17 (+1 eff.) Poison immunity: +20% Disease immunity: +20% Life regen: +12.00 Maximum life: +80.00 Healing mod.: +18% A suit of armour made of mail. |
![]() Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+0 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+0 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+0 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+0 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+0 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
![]() Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +44 Fatigue: +22% Effects on melee hit: * 20 arcane resource burn Changes stats: +7 Str / +5 Mag / +6 Wil / +11 Con Changes resistances: +25% acid / +13% physical / +12% light / +22% lightning / +13% cold / +6% nature / +13% fire Changes resistances penetration: +10% fire Changes damage: +12% nature / +6% fire Maximum life: +100.00 Light radius: +6 A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Armour: +18 Defense: +10 (+0 eff.) Fatigue: +22% Changes stats: +2 Dex Changes resistances: +30% fire / +13% physical Physical save: +21 (+1 eff.) Life regen: +10.00 Maximum life: +80.00 Spellpower: +10 (+0 eff.) Healing mod.: +17% Damage Shield penetration: +30% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +24 (+0 eff.) Armour: +16 Fatigue: +22% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 blight / 2 temporal Changes stats: +10 Str / +9 Mag / +16 Wil / +9 Cun Changes resistances: +18% lightning / +10% physical / +21% blight / +15% fire Changes resistances penetration: +15% blight / +40% fire / +10% mind / +25% temporal Changes damage: +9% temporal Physical save: +25 (+1 eff.) Mental save: +21 (+1 eff.) Spellpower: +25 (+0 eff.) Spell crit. chance: +10% Mindpower: +25 (+1 eff.) Mental crit. chance: +10% 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: Accuracy: +15 (+1 eff.) Physical crit. chance: +2.0% Armour: +23 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 143% Damage when hit (Melee): 4 light Changes resistances: +29% acid / +15% physical / +12% darkness / +3% light / +15% fire / +29% cold / +6% mind / +39% lightning Changes damage: +3% light Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Critical mult.: +15.00% Physical save: +12 (+0 eff.) Mental save: +25 (+1 eff.) Disarm immunity: +40% Stun/Freeze immunity: +36% Knockback immunity: +40% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+0 eff.) Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 2942.78 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 9 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage when hit (Melee): 6 mind Changes stats: +2 Str / +3 Dex / +2 Wil / +3 Cun / +6 Con Changes resistances: +29% acid / +30% physical / +6% light / +29% lightning / +28% cold / +12% arcane / +58% fire Changes resistances penetration: +35% arcane Changes damage: +9% arcane / +9% light Talent cooldown: Rush (-10 turns) Disarm immunity: +80% Stun/Freeze immunity: +72% Knockback immunity: +77% Infravision radius: +3 A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +21 Defense: +15 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 2 darkness Changes stats: +7 Str / +3 Wil / +4 Cun / +7 Con Changes resistances: +43% acid / +12% temporal / +9% darkness / +6% lightning / +15% cold / +6% mind / +9% arcane Allows you to breathe in: water Pinning immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% Life regen: +2.00 Maximum life: +90.00 A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 143% Damage when hit (Melee): 6 lightning Changes stats: +2 Mag / +4 Wil Changes resistances: +30% acid / +25% physical / +42% cold / +13% arcane / +15% fire / +6% nature / +15% lightning Changes resistances penetration: +15% cold Changes damage: +6% cold / +9% arcane / +6% nature Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Critical mult.: +15.00% Physical save: +24 (+1 eff.) Spell save: +9 (+0 eff.) Disarm immunity: +40% Stun/Freeze immunity: +36% Knockback immunity: +37% Mana when firing critical spell: +3.00 Vim when firing critical spell: +1.00 Maximum vim: +30.00 Spellpower: +15 (+0 eff.) Spell crit. chance: +3% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+0 eff.) Armour: +16 Defense: +25 (+1 eff.) Fatigue: +22% Changes stats: +22 Str / +9 Mag / +9 Wil / +12 Con Changes resistances: +20% lightning / +9% light Changes resistances penetration: +10% blight Reduces incoming crit damage: 10.00% Mana when firing critical spell: +2.00 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +194.00 Spellpower: +49 (+2 eff.) Spell crit. chance: +15% Mindpower: +30 (+1 eff.) Mental crit. chance: +10% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +15 (+1 eff.) Fatigue: +22% Damage (Melee): 22 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +3 Str / +3 Dex / +4 Wil / +9 Cun / +5 Con Changes resistances: +30% acid / +30% fire / +30% temporal Changes resistances penetration: +10% nature / +20% physical Changes damage: +18% nature / +6% mind Mental save: +19 (+1 eff.) Equilibrium when hit: +0.16 Maximum stamina: +20.00 Mental crit. chance: +2% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+2 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+1 eff.) Spell save: +35 (+2 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+0 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+2 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+1 eff.) Spell save: +35 (+2 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+0 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+2 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+1 eff.) Spell save: +35 (+2 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+0 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +30 Defense: +15 (+1 eff.) Fatigue: +26% Changes stats: +9 Wil Changes resistances: +25% acid / +25% darkness / +25% blight / +25% fire / +10% arcane Physical save: +15 (+0 eff.) Spell save: +25 (+1 eff.) Mental save: +25 (+1 eff.) Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
![]() Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+1 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+0 eff.) Spell save: +25 (+1 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +35 Defense: +25 (+1 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+0 eff.) Spell save: +25 (+1 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Fatigue: +22% Effects on melee hit: * 10% chance to reduce all saves and defense by 105 Changes stats: +6 Wil Changes resistances: +45% lightning / +3% temporal / +39% darkness / +13% fire / +13% acid / +16% physical / +30% blight / +12% cold / +9% light Changes resistances penetration: +10% light Changes damage: +15% lightning / +6% cold Spell save: +3 (+0 eff.) Silence immunity: +30% Confusion immunity: +10% Stun/Freeze immunity: +30% Maximum life: +100.00 Light radius: +2 Healing mod.: +10% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +21 Fatigue: +37% Damage when hit (Melee): 6 arcane / 6 light Changes stats: +3 Cun / +10 Con Changes resistances: +14% acid / -14% light / +14% cold / +15% darkness / +41% fire Changes resistances penetration: +20% mind Changes damage: +9% lightning Allows you to breathe in: water Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) Hate when firing a critical mind attack: +8.00 Maximum psi: +30.00 Mindpower: +25 (+1 eff.) Light radius: +7 A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +46 Fatigue: +22% Changes stats: +3 Str / +3 Dex / +2 Wil / +3 Cun Changes resistances: +49% acid / +28% physical / +9% darkness / +24% lightning / +12% mind / +31% fire / +10% arcane / +28% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +38% Stun/Freeze immunity: +40% Knockback immunity: +40% See invisible: +15 A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +12 Str / +9 Wil / +14 Con Changes resistances: +30% blight / +30% darkness / +3% mind Changes resistances penetration: +10% darkness / +20% mind Changes damage: +12% darkness / +9% lightning Mental save: +21 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +155.00 Maximum psi: +20.00 Mindpower: +15 (+1 eff.) Light radius: +2 A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +40 (+3 eff.) Physical crit. chance: +3.0% Armour: +38 Defense: +15 (+1 eff.) Fatigue: +22% Damage (Melee): 20 acid / 20 fire Damage when hit (Melee): 13 acid / 16 fire Changes stats: +6 Cun / +3 Str Changes resistances: +30% acid / +18% light / +45% fire / +12% nature / +32% darkness Changes resistances penetration: +30% nature / +15% physical Changes damage: +9% nature / +9% fire Physical save: +9 (+0 eff.) Mental save: +20 (+1 eff.) 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: +25 Defense: +13 (+0 eff.) Fatigue: +22% Changes stats: +4 Cun / +6 Wil Changes resistances: +25% blight / +1% physical / +20% darkness Changes damage: +6% physical Physical save: +9 (+0 eff.) Mental save: +23 (+1 eff.) Mana each turn: +0.12 Maximum life: +57.00 Maximum mana: +100.00 Light radius: +2 A suit of armour made of metal plates. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+1 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 2902, based on Magic) for 10 turns Activation costs 7 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +5 Cun / +7 Lck Changes resistances: +8% lightning / +11% temporal / +6% cold / +12% fire / +5% arcane / +3% acid Changes damage: +3% mind Trap disarming bonus: +16 Stealth bonus: +10 Physical save: +8 (+0 eff.) Mindpower: +7 (+0 eff.) Infravision radius: +4 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+1 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 11 power out of 30/30) : Effective talent level: 5.5 Power cost: 11 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 50% chance to evade melee and ranged attacks and 363 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Infused by nature Crafted by a master 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 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 82% Changes stats: +1 Str / +2 Dex / +8 Mag / +10 Con Changes resistances: +18% lightning / +3% darkness Changes damage: +6% fire Critical mult.: +12.00% Physical save: +15 (+0 eff.) Mental save: +15 (+0 eff.) Mindpower: +15 (+1 eff.) Light radius: +2 Infravision radius: +3 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +15 Defense: +12 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 105 * 43% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal / 2 physical Changes stats: +2 Str / +2 Dex / +11 Mag / +3 Con Changes resistances penetration: +25% temporal Changes damage: +3% temporal Critical mult.: +5.00% Physical save: +37 (+2 eff.) Mana each turn: +0.56 Maximum mana: +60.00 Maximum stamina: +10.00 Mindpower: +12 (+0 eff.) A belt that goes around your waist. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +14 (+0 eff.) Defense: +5 (+0 eff.) Damage when hit (Melee): 12 darkness Changes stats: +6 Str / +6 Wil / +6 Con Changes resistances: +15% lightning / +4% physical / +6% cold / +6% mind / +6% nature Changes damage: +9% darkness Physical save: +30 (+1 eff.) Mental save: +13 (+0 eff.) Pinning immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life Maximum life: +86.00 Mindpower: +10 (+0 eff.) Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+0 eff.) Defense: +15 (+1 eff.) Fatigue: -10% Changes resistances: +9% lightning / +6% mind / +10% arcane Changes resistances penetration: +19% physical Changes damage: +15% acid / +25% physical Critical mult.: +15.00% Maximum encumbrance: +60 Blindness immunity: +10% Poison immunity: +10% Disease immunity: +10% Stun/Freeze immunity: +30% Teleport immunity: +10% Maximum life: +80.00 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: +5.0% Physical power: +6 (+0 eff.) Effects on melee hit: * 39% chance to reduce strength, dexterity, and constitution by 50 Damage when hit (Melee): 6 light / 4 cold Changes stats: +6 Str / +7 Dex / +7 Wil / +6 Cun Changes resistances: +21% light / +6% fire Changes resistances penetration: +10% light Changes damage: +15% light Critical mult.: +15.00% Physical save: +19 (+1 eff.) Spell save: +20 (+1 eff.) Mental save: +19 (+1 eff.) Maximum life: +70.00 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +15 Defense: +20 (+1 eff.) Changes stats: +1 Str / +2 Dex / +2 Wil Changes resistances: +12% acid / +9% darkness / +14% fire / +15% cold / +6% light Critical mult.: +15.00% Physical save: +19 (+1 eff.) Stun/Freeze immunity: +44% Knockback immunity: +10% Teleport immunity: +40% Maximum life: +40.00 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: +29 (+0 eff.) Defense: +23 (+1 eff.) Effects on melee hit: * 45% chance to slow global speed by 143% Damage when hit (Melee): 4 mind Changes stats: +11 Str / +4 Wil / +4 Cun / +11 Con Changes resistances: +6% lightning / +9% blight / +6% darkness / +9% nature Changes damage: +15% mind Critical mult.: +20.00% Stealth bonus: +15 Physical save: +28 (+1 eff.) Hate when firing a critical mind attack: +2.00 Size category: +2 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: +6 (+0 eff.) Damage when hit (Melee): 6 blight / 6 fire Changes stats: +3 Wil Changes resistances: +25% acid / +10% fire / +9% lightning / +10% cold Changes resistances penetration: +10% acid Changes damage: +12% blight / +9% fire Critical mult.: +15.00% Mana when firing critical spell: +4.00 Maximum life: +69.00 Maximum vim: +20.00 Spell crit. chance: +5% Damage Shield penetration: +30% 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: Effects on melee hit: * 30 arcane resource burn Damage when hit (Melee): 6 nature Changes stats: +6 Dex / +10 Wil / +11 Cun / +10 Con Changes resistances: +6% acid / +6% darkness / +6% light / +24% cold / +12% arcane / +24% fire Changes resistances penetration: +10% light / +10% cold Changes damage: +6% light / +9% cold Damage against: +45% Summoned Reduced damage from: +36% Summoned Spell save: +9 (+0 eff.) Mental save: +15 (+0 eff.) Mindpower: +10 (+0 eff.) Infravision radius: +6 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +2 Str / +2 Dex / +16 Wil / +16 Cun Changes resistances: +14% fire / +15% cold Damage against: +72% Summoned Reduced damage from: +90% Summoned Critical mult.: +15.00% Physical save: +12 (+0 eff.) Spell save: +6 (+0 eff.) Mana each turn: +0.16 Maximum vim: +30.00 Spellpower: +25 (+0 eff.) Spell crit. chance: +3% See invisible: +21 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A belt that goes around your waist. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +3 Mag / +8 Wil / +1 Cun / +6 Con Changes resistances: +9% cold Changes resistances penetration: +10% arcane / +20% cold Changes damage: +12% cold Mental save: +30 (+1 eff.) Maximum life: +240.00 Maximum mana: +80.00 Maximum stamina: +65.00 Maximum hate: +17.00 Maximum psi: +35.00 Maximum vim: +40.00 Maximum pos.energy: +37.00 Maximum neg.energy: +39.00 Spellpower: +10 (+0 eff.) Light radius: +5 See invisible: +12 Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Armour: +4 Effects on melee hit: * 30 arcane resource burn Changes stats: +8 Dex / +6 Cun / +2 Con / +9 Lck Changes resistances: +10% acid / +22% fire / +10% lightning / +9% cold Changes resistances penetration: +10% nature Changes damage: +15% physical Trap disarming bonus: +30 Stealth bonus: +14 Physical save: +33 (+1 eff.) Stamina each turn: +5.00 Mindpower: +10 (+0 eff.) Infravision radius: +6 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+0 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 nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +8 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 105 Changes resistances: +10% acid / +15% temporal / +20% darkness / +6% blight / +18% fire / +10% lightning / +10% cold Changes resistances penetration: +20% darkness Changes damage: +39% darkness Stealth bonus: +25 Disease immunity: +30% Maximum life: +56.00 Healing mod.: +10% Defense after a teleport: +34 Resist all after a teleport: +34% New effects duration reduction after a teleport: +34% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +39 (+3 eff.) Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Defense: +23 (+1 eff.) Fatigue: -14% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 physical Changes stats: +6 Dex / +4 Wil / +6 Cun Changes resistances: +12% nature / +21% acid Critical mult.: +20.00% Disease immunity: +20% Stamina each turn: +3.00 Only die when reaching: -40.00 life Maximum life: +167.00 Maximum stamina: +36.00 Maximum psi: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+0 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+0 eff.) Hate per kill: +5.00 Mindpower: +20 (+1 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +11 Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 82% Damage when hit (Melee): 4 darkness Changes stats: +4 Str / +6 Dex / +6 Cun / +7 Con Changes resistances: +2% physical Changes resistances penetration: +10% arcane / +30% physical Changes damage: +12% blight Critical mult.: +20.00% Physical save: +14 (+0 eff.) Mental save: +15 (+0 eff.) Only die when reaching: -50.00 life Maximum vim: +50.00 Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+1 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+0 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 4 cold Changes stats: +1 Str / +2 Dex / +9 Mag / +8 Wil / +7 Cun Changes resistances: +30% darkness / +24% temporal / +5% arcane / +3% cold Changes resistances penetration: +30% blight / +5% cold / +5% arcane Changes damage: +6% cold Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Physical save: +15 (+0 eff.) Spell save: +24 (+1 eff.) Mental save: +13 (+0 eff.) Mana when firing critical spell: +1.00 Vim when firing critical spell: +3.88 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -50.00 life Maximum mana: +140.00 Maximum vim: +40.00 Spell crit. chance: +2% Damage Shield penetration: +10% Defense after a teleport: +45 Resist all after a teleport: +30% New effects duration reduction after a teleport: +45% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 4 turns. 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 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 18 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Defense: +3 (+0 eff.) Effects on melee hit: * 47% chance to slow global speed by 143% * 20% chance to reduce damage dealt by 82% Damage when hit (Melee): 4 nature / 10 darkness Changes stats: +5 Dex / +3 Mag / +12 Wil / +11 Cun Changes resistances: +12% acid / +12% temporal / +12% darkness Changes resistances penetration: +15% temporal / +15% darkness / +10% nature Changes damage: +9% darkness / +12% nature Spell save: +15 (+1 eff.) Maximum mana: +75.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Armour: +13 Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 143% * 20% chance to reduce armor by 61% Changes resistances: +9% acid / +26% cold / +24% darkness / +12% light Changes resistances penetration: +20% darkness / +15% acid Changes damage: +46% darkness / +9% nature Critical mult.: +30.00% Stealth bonus: +33 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +1.0% Defense: +48 (+2 eff.) Damage when hit (Melee): 8 lightning Changes stats: +2 Str Changes resistances: +18% lightning / +48% fire / +50% light Changes resistances penetration: +10% fire Changes damage: +18% mind Stealth bonus: +30 Physical save: +29 (+1 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 Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +5 Physical power: +10 (+0 eff.) Armour: +2 Defense: +18 (+1 eff.) Changes stats: +2 Str / +3 Dex / +14 Wil / +16 Cun Changes resistances: +20% blight / +6% cold / +18% nature / +1% physical Changes resistances penetration: +30% blight / +15% cold / +15% fire / +5% physical Critical mult.: +15.00% Life regen: +11.00 Mental crit. chance: +16% Infravision radius: +3 Healing mod.: +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 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 18 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +7 (+0 eff.) Armour: +3 Changes stats: +3 Str / +3 Con Changes resistances: +15% lightning Changes resistances penetration: +20% blight Changes damage: +9% blight Silence immunity: +35% Confusion immunity: +23% Stun/Freeze immunity: +31% Spellpower: +10 (+0 eff.) Mindpower: +6 (+0 eff.) It can be used to activate talent Rush, placing all other charms into a 9 cooldown : Effective talent level: 6.8 Power cost: 9 out of 25/25. Range: 11 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 psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+0 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 7 power out of 20/20) : Effective talent level: 4.5 Power cost: 7 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +6 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 50 * 20% chance to reduce damage dealt by 82% Damage when hit (Melee): 2 blight Changes damage: +3% blight Spellpower: +5 (+0 eff.) Infravision radius: +2 A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Damage when hit (Melee): 14 acid Changes stats: +8 Str / +5 Mag / +10 Con Changes resistances penetration: +10% acid / +10% blight Changes damage: +21% blight / +10% physical Spell save: +18 (+1 eff.) Vim when firing critical spell: +4.23 Spellpower: +38 (+1 eff.) Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +1 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: Physical crit. chance: +5.0% Physical power: +6 (+0 eff.) Armour: +13 Effects on melee hit: * 40% chance to reduce strength, dexterity, and constitution by 50 * 30% chance to reduce armor by 61% Damage when hit (Melee): 4 light Changes resistances: +18% acid / +9% light / +12% blight Changes resistances penetration: +10% blight / +15% physical Changes damage: +21% arcane / +6% acid Life regen: +11.00 Infravision radius: +3 Healing mod.: +20% 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: Accuracy: +45 (+3 eff.) Armour penetration: +3 Physical crit. chance: +10.0% Physical power: +6 (+0 eff.) Armour: +5 Defense: +17 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Str / +6 Con Changes resistances: +21% lightning / +14% temporal Changes resistances penetration: +10% light / +13% physical Stamina each turn: +5.82 Only die when reaching: -60.00 life Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 11 cooldown : Effective talent level: 3.5 Power cost: 11 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 50% chance to evade melee and ranged attacks and 259 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 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: +6 (+0 eff.) Armour: +5 Defense: +21 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 61% * 20 arcane resource burn * 40% chance to slow global speed by 143% Damage when hit (Melee): 6 acid Changes stats: +12 Dex Changes resistances: +9% blight / +15% acid / +6% light / +10% arcane Changes resistances penetration: +5% acid / +15% fire Changes damage: +15% nature / +9% acid Stamina each turn: +1.30 Maximum stamina: +33.00 A pair of boots made of leather. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 30 arcane resource burn Damage when hit (Melee): 10 fire Changes stats: +6 Wil / +12 Cun / +6 Con Changes resistances: +15% lightning / +30% temporal / +6% darkness / +6% blight / +6% cold / +5% arcane / +9% nature Changes damage: +6% lightning / +3% fire Physical save: +38 (+2 eff.) Spell save: +15 (+1 eff.) Mental save: +40 (+2 eff.) A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +18% blight / +10% arcane / +30% light Changes resistances penetration: +49% arcane Changes damage: +15% fire Reduces incoming crit damage: 29.11% Physical save: +33 (+1 eff.) Blindness immunity: +39% Disarm immunity: +39% Confusion immunity: +39% Stun/Freeze immunity: +39% Teleport immunity: +39% Stamina each turn: +0.50 Only die when reaching: -100.00 life Maximum stamina: +16.00 Healing mod.: +39% 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 (+0 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 45% chance to slow global speed by 143% Damage when hit (Melee): 4 light / 10 nature Changes stats: +2 Str / +2 Dex / +4 Cun / +1 Con Changes resistances: +12% blight / +3% nature Changes resistances penetration: +30% light Changes damage: +3% light / +6% blight Stamina each turn: +1.20 Maximum stamina: +27.00 Infravision radius: +4 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.5 Power cost: 6 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 157% 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 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes stats: +4 Str / +6 Wil / +10 Con Changes resistances: +6% light Changes resistances penetration: +8% physical Critical mult.: +15.00% Physical save: +6 (+0 eff.) Blindness immunity: +20% Silence immunity: +39% Teleport immunity: +30% Spell crit. chance: +2% Mindpower: +9 (+0 eff.) Infravision radius: +2 Healing mod.: +20% 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 Blindside, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 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 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 250 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 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +16 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 2 light Changes stats: +4 Wil / +14 Mag Changes resistances: +12% temporal / +3% light / +27% darkness Changes resistances penetration: +20% fire / +20% darkness / +5% temporal Changes damage: +10% acid / +3% fire / +9% light / +10% blight Disease immunity: +50% Spellpower: +10 (+0 eff.) Light radius: +3 Activating this item is instant. It can be used to blink to a nearby random location (rad 13) Activation puts all charms on cooldown for 9 turns. 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 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +28 (+0 eff.) Armour: +15 Fatigue: +4% Changes stats: +6 Dex / +5 Mag Changes resistances: +15% acid / +15% cold / +12% arcane / +12% darkness Reduces incoming crit damage: 20.00% Mental save: +6 (+0 eff.) Poison immunity: +20% Silence immunity: +42% Confusion immunity: +47% Stun/Freeze immunity: +50% Maximum stamina: +40.00 Spellpower: +15 (+0 eff.) Lowers spell cool-downs by: 10% Mindpower: +18 (+1 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 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+0 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 40% chance to slow global speed by 143% * 40% chance to reduce damage dealt by 82% Damage when hit (Melee): 6 darkness / 2 fire Changes stats: +6 Cun / +5 Wil Changes resistances: +26% fire / +9% nature / +13% cold Changes resistances penetration: +25% darkness Changes damage: +6% acid / +12% fire / +12% nature Physical save: +15 (+0 eff.) Spell save: +14 (+1 eff.) Mental save: +15 (+0 eff.) Spellpower: +18 (+0 eff.) Mindpower: +15 (+1 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. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +6.0% Physical power: +5 (+0 eff.) Armour: +5 Defense: +18 (+1 eff.) Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +6% nature Changes resistances penetration: +5% cold Changes damage: +9% physical Reduces incoming crit damage: 5.00% Blindness immunity: +26% Stun/Freeze immunity: +26% Knockback immunity: +26% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Size category: +1 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 11 cooldown : Effective talent level: 5.5 Power cost: 11 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 50% chance to evade melee and ranged attacks and 363 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 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +4% Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +7 Con Changes resistances: +12% arcane / +9% acid Changes damage: +9% physical Critical mult.: +15.00% Disarm immunity: +30% Life regen: +8.00 Hate when firing a critical mind attack: +8.00 Mental crit. chance: +5% Infravision radius: +3 Healing mod.: +40% It can be used to blink to a nearby random location (rad 14) Activation puts all charms on cooldown for 9 turns. 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 penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +12 Fatigue: +4% Effects on melee hit: * 30% chance to slow global speed by 143% Changes resistances: +12% blight Changes resistances penetration: +10% blight Changes damage: +12% mind Spell save: +6 (+0 eff.) Disarm immunity: +40% Confusion immunity: +41% Pinning immunity: +20% Knockback immunity: +20% Life regen: +9.00 Equilibrium when hit: +0.08 Infravision radius: +3 Healing mod.: +18% 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: +5 Fatigue: -6% Effects on melee hit: * 20% chance to reduce all saves and defense by 105 * 40 arcane resource burn * 40% chance to reduce damage dealt by 82% Changes stats: +4 Dex / +8 Cun / +6 Con Changes resistances: +18% lightning / +9% temporal / +6% darkness / +10% arcane / +9% nature / +24% acid Changes damage: +9% mind / +6% darkness Maximum encumbrance: +47 Physical save: +40 (+2 eff.) Mental save: +25 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.5 Power cost: 6 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 157% 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 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +5 (+0 eff.) Armour: +5 Defense: +57 (+3 eff.) Fatigue: +4% Damage when hit (Melee): 8 cold Changes stats: +30 Dex / +3 Mag Changes resistances: +11% fire / +15% cold Changes resistances penetration: +10% blight / +10% cold Mana each turn: +0.12 Maximum mana: +40.00 Maximum vim: +40.00 Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+0 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+0 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 11 power out of 40/40) : Effective talent level: 4.5 Power cost: 11 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 252.76 blight damage and is poisoned for 1011.05 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 4 nature Changes stats: +2 Str / +16 Dex / +5 Mag / +9 Cun / +4 Con Changes resistances penetration: +40% temporal Changes damage: +12% fire / +12% temporal Physical save: +24 (+1 eff.) Mental save: +25 (+1 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +44% See invisible: +15 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% Damage when hit (Melee): 4 mind Changes stats: +5 Cun / +6 Wil Changes resistances: +15% acid / +6% darkness / +3% light / +29% cold / +12% blight / +38% fire / +3% mind / +15% lightning Changes resistances penetration: +5% mind Physical save: +13 (+0 eff.) Spell save: +27 (+1 eff.) Mental save: +15 (+0 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 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +5 (+0 eff.) Armour: +5 Defense: +18 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 4 arcane Changes resistances: +24% temporal / +10% arcane / +9% nature Changes resistances penetration: +10% light / +10% temporal Changes damage: +27% light Spellpower: +13 (+0 eff.) Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 11 cooldown : Effective talent level: 5.5 Power cost: 11 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 50% chance to evade melee and ranged attacks and 363 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 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+1 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 61% Damage when hit (Melee): 2 light Changes stats: +10 Str / +8 Dex / +9 Con Changes resistances: +9% acid / +6% temporal / +12% darkness / +3% blight / +3% nature / +6% mind Changes resistances penetration: +40% mind Changes damage: +6% acid / +10% physical / +6% mind Spell save: +12 (+1 eff.) Stamina each turn: +1.30 Maximum stamina: +38.00 Size category: +1 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 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +12 (+0 eff.) Fatigue: +4% Damage when hit (Melee): 4 nature Changes stats: +3 Mag Changes resistances: +15% acid / +15% fire / +15% cold / +10% arcane / +13% lightning Changes resistances penetration: +10% lightning / +15% arcane / +20% nature Changes damage: +9% blight Critical mult.: +15.00% Spell save: +12 (+1 eff.) Silence immunity: +50% Confusion immunity: +45% Stun/Freeze immunity: +46% Spellpower on spell critical (stacks up to 3 times): +14 Maximum vim: +50.00 Damage Shield penetration: +40% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 11 cooldown : Effective talent level: 5.5 Power cost: 11 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 50% chance to evade melee and ranged attacks and 363 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 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Defense: +33 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 2 cold Changes stats: +6 Cun / +6 Con Changes resistances: +12% light / +13% fire / +9% mind / +20% cold Changes resistances penetration: +10% cold Changes damage: +3% darkness Physical save: +23 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +31 (+1 eff.) Healing mod.: +25% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 11 cooldown : Effective talent level: 5.5 Power cost: 11 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 50% chance to evade melee and ranged attacks and 363 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: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +13 Fatigue: -5% Changes resistances: +20% lightning / +15% temporal / +6% blight / +6% fire / +15% mind Changes resistances penetration: +10% acid / +14% physical Maximum encumbrance: +50 Physical save: +15 (+0 eff.) Spell save: +6 (+0 eff.) Disarm immunity: +39% Confusion immunity: +30% Light radius: +2 Healing mod.: +10% 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 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +20 Fatigue: +4% Changes stats: +10 Mag / +6 Cun / +6 Con Changes resistances: +9% acid / +15% temporal / +6% cold Changes resistances penetration: +30% mind / +15% nature Changes damage: +10% acid / +6% nature / +10% blight Reduces incoming crit damage: 15.00% Physical save: +23 (+1 eff.) Mental save: +25 (+1 eff.) Disease immunity: +39% Cut immunity: +30% Disarm immunity: +40% Teleport immunity: +46% Spellpower: +9 (+0 eff.) Infravision radius: +3 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% 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 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 70% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +16 Physical power: +11 (+0 eff.) Armour: +2 Damage (Melee): 7 cold Damage when hit (Melee): 2 lightning Changes stats: +3 Cun Changes resistances: +15% blight / +7% cold Changes damage: +3% lightning / +5% cold / +3% mind Spell save: +26 (+1 eff.) When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). On weapon hit: * 30% chance to slow global speed by 143% * 31% chance to reduce armor by 61% Damage (radius 2) on crit: +8 ice 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. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+0 eff.) Maximum life: +20.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% Damage (Melee): +10 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+0 eff.) Maximum life: +20.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% Damage (Melee): +10 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+0 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 6 power out of 24/24) : Effective talent level: 5.5 Power cost: 6 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+1 eff.) Armour penetration: +22 Physical crit. chance: +3.0% Physical power: +5 (+0 eff.) Armour: +21 Defense: +10 (+0 eff.) Fatigue: +5% Damage (Melee): 15 mind Damage when hit (Melee): 6 fire / 2 cold Changes stats: +1 Str / +12 Dex / +9 Cun / +4 Con Changes resistances: +9% lightning / +3% fire / +9% mind Changes resistances penetration: +15% lightning / +5% cold Changes damage: +3% cold / +11% mind / +15% fire Critical mult.: +5.00% Physical save: +12 (+0 eff.) Only die when reaching: -80.00 life When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 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: Perfect Strike (15% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). Damage (radius 2) on crit: +15 mind It can be used to activate talent Steady Shot, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% 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 Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Armour: +4 Defense: +3 (+0 eff.) Effects on melee hit: * 30% chance to slow global speed by 143% Changes stats: +17 Cun / +20 Wil Changes resistances: +24% lightning / +9% darkness Changes damage: +16% lightning Spell save: +6 (+0 eff.) Mental save: +36 (+2 eff.) Maximum stamina: +50.00 Mindpower: +41 (+2 eff.) Mental crit. chance: +12% It can be used to activate talent Hateful Whisper, placing all other charms into a 6 cooldown : Effective talent level: 4.5 Power cost: 6 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 5797 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 30% chance to reduce strength, dexterity, and constitution by 50 * 30% chance to reduce all saves and defense by 105 Damage when hit (Melee): 4 arcane Changes stats: +5 Mag / +8 Wil / +7 Cun Changes resistances: +30% darkness / +6% mind Changes resistances penetration: +10% mind Changes damage: +20% darkness Spell save: +9 (+0 eff.) Mana each turn: +3.00 Mana when hit: +2.20 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +150.00 Spellpower: +29 (+1 eff.) Mindpower: +6 (+0 eff.) Damage Shield penetration: +40% It can be used to activate talent Manaflow, placing all other charms into a 14 cooldown : Effective talent level: 3.5 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 33 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 30% chance to reduce all saves and defense by 105 Damage when hit (Melee): 4 light Changes stats: +11 Cun / +14 Wil Changes resistances: +24% acid / +3% nature / +18% darkness Changes resistances penetration: +20% darkness / +10% nature Changes damage: +16% acid / +12% darkness / +3% mind / +6% nature Mental save: +30 (+1 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 6 cooldown : Effective talent level: 5.5 Power cost: 6 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 6367 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 6 power out of 30/30) : Effective talent level: 2.5 Power cost: 6 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 1448.18 to 4344.54 lightning damage (2896.36 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+0 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+0 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 13 power out of 35/35) : Effective talent level: 3.5 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+0 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+1 eff.) It can be used to activate talent Instill Fear (costing 7 power out of 45/45) : Effective talent level: 3.5 Power cost: 7 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 569.25 mind and 542.27 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 130. Terrified: Deals 148.41 mind and 141.37 darkness damage per turn and increases cooldowns by 186%. Haunted: Causes the target to suffer 219.55 mind and 209.14 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+0 eff.) Mindpower: +8 (+0 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 6 power out of 15/15) : Effective talent level: 2.5 Power cost: 6 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+0 eff.) Mindpower: +12 (+0 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 35 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 52% chance to reduce all saves and defense by 105 Damage when hit (Melee): 10 blight Changes stats: +7 Cun / +7 Wil Changes resistances: +12% blight / +30% light / +21% mind Changes resistances penetration: +50% lightning / +30% arcane Changes damage: +12% lightning / +20% light / +9% blight / +12% mind / +6% arcane Life regen: +6.00 Mindpower: +6 (+0 eff.) Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +6.0% Physical power: +10 (+0 eff.) Defense: +3 (+0 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Dex / +11 Wil / +15 Cun / +3 Con Changes resistances: +12% mind / +6% darkness Reduces incoming crit damage: 5.00% Mental save: +15 (+0 eff.) Stun/Freeze immunity: +30% Life regen: +11.80 Maximum stamina: +20.00 Mindpower: +6 (+0 eff.) Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 4 lightning Changes stats: +10 Mag / +13 Wil / +8 Cun / +9 Con Changes resistances: +10% arcane / +30% fire Changes damage: +15% lightning / +20% fire / +41% arcane Critical mult.: +15.00% Mental save: +30 (+1 eff.) Maximum mana: +100.00 Maximum vim: +30.00 Mental crit. chance: +8% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 4 cooldown : Effective talent level: 6.5 Power cost: 4 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +18 Str / +17 Dex / +4 Wil / +18 Cun / +14 Con Changes resistances: +12% blight / +12% fire / +6% acid Changes resistances penetration: +10% darkness Physical save: +24 (+1 eff.) Mental save: +9 (+0 eff.) Equilibrium when hit: +0.16 Only die when reaching: -40.00 life Maximum psi: +60.00 Mental crit. chance: +4% Healing mod.: +10% 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 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +9 Dex / +5 Con Changes resistances: +18% lightning / +39% darkness / +12% cold / +12% mind / +20% light Changes resistances penetration: +25% mind / +30% cold Changes damage: +12% cold Psi when hit: +0.16 Mental crit. chance: +2% Infravision radius: +8 A cap made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +14 Defense: +8 (+0 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to reduce armor by 61% * 41% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 light Changes stats: +5 Dex / +8 Mag / +8 Wil / +5 Cun Changes resistances: +3% acid / +6% temporal / +7% all Changes resistances penetration: +25% light / +15% temporal Changes damage: +20% blight / +6% temporal / +20% arcane / +9% acid Physical save: +15 (+0 eff.) Spell crit. chance: +5% Light radius: +2 A cap made of leather. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 143% * 48% chance to reduce armor by 61% Damage when hit (Melee): 6 acid / 4 fire / 4 nature Changes stats: +16 Mag / +13 Wil / +7 Cun Changes resistances: +9% fire Changes resistances penetration: +10% light / +20% acid Changes damage: +27% acid / +6% light Spell save: +15 (+1 eff.) Spellpower: +5 (+0 eff.) Mindpower: +6 (+0 eff.) Light radius: +6 A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 61% Changes stats: +7 Mag / +7 Wil Changes resistances: +9% acid Changes resistances penetration: +5% acid / +10% fire / +35% mind Changes damage: +15% mind / +6% acid Critical mult.: +20.00% Life regen: +5.40 Psi each turn: +0.36 Equilibrium when hit: +0.08 Maximum hate: +8.00 Spellpower: +6 (+0 eff.) Mindpower: +21 (+1 eff.) Mental crit. chance: +5% Damage Shield Power: +14% A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +4 Physical crit. chance: +2.0% Armour: +6 Defense: +3 (+0 eff.) Effects on melee hit: * 30% chance to reduce damage dealt by 82% Changes stats: +3 Con Changes resistances: +8% lightning / +8% temporal / +38% light / +8% fire / +7% nature / +8% acid / +8% blight / +8% cold / +8% darkness Changes damage: +20% light / +9% blight Life regen: +5.60 Stamina each turn: +2.00 Mana each turn: +0.24 Only die when reaching: -80.00 life Maximum mana: +80.00 Spellpower: +55 (+2 eff.) Damage Shield Power: +14% A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +13 Defense: +20 (+1 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 50 Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun Changes resistances: +23% lightning / +14% temporal / +9% fire / +6% all Changes resistances penetration: +10% mind Changes damage: +27% mind Critical mult.: +20.00% Physical save: +12 (+0 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 Mindpower: +25 (+1 eff.) A cap made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * 40% chance to slow global speed by 143% Changes stats: +14 Str / +5 Dex / +1 Wil / +4 Cun Changes resistances: +6% lightning / +12% temporal / +6% cold / +11% arcane / +9% blight / +6% fire / +24% mind / +6% nature Reduces incoming crit damage: 5.00% Mental save: +30 (+1 eff.) Confusion immunity: +41% See invisible: +15 It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 60150.6 Physical damage. If the attack hits, the target is confused (50% effect) for 6 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 cap made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +9 Str / +9 Dex / +6 Cun / +10 Con Changes resistances: +15% blight / +15% darkness / +18% mind Changes resistances penetration: +10% mind / +10% temporal Changes damage: +9% temporal Critical mult.: +15.00% Spell save: +15 (+1 eff.) Mental save: +15 (+0 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.08 Maximum hate: +4.00 Maximum psi: +20.00 Mental crit. chance: +2% It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 60150.6 Physical damage. If the attack hits, the target is confused (50% effect) for 6 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 cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +6 (+0 eff.) Fatigue: +5% Damage when hit (Melee): 6 lightning / 4 fire Changes stats: +9 Str / +7 Dex / +6 Cun / +4 Con Changes resistances: +13% lightning / +15% temporal / +6% all Physical save: +15 (+0 eff.) Spell save: +6 (+0 eff.) Mana when firing critical spell: +2.00 Maximum mana: +80.00 Spellpower: +15 (+0 eff.) Spell crit. chance: +3% It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 60150.6 Physical damage. If the attack hits, the target is confused (50% effect) for 6 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 cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +13 Defense: +40 (+2 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 50 Changes stats: +5 Str / +15 Con Changes resistances: +18% temporal Changes resistances penetration: +10% lightning Changes damage: +18% lightning Physical save: +25 (+1 eff.) Pinning immunity: +30% Knockback immunity: +20% A cap made of leather. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 37% chance to slow global speed by 143% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 nature / 2 temporal Changes stats: +9 Str / +15 Dex / +5 Wil / +14 Cun / +9 Con Changes resistances: +3% nature Changes damage: +6% temporal Mental save: +30 (+1 eff.) Equilibrium when hit: +0.08 Mindpower: +6 (+0 eff.) Mental crit. chance: +2% 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: Armour penetration: +8 Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 nature / 4 cold Changes stats: +5 Cun / +4 Dex Changes resistances: +11% acid / +13% lightning / +12% blight / +15% cold / +15% nature / +15% fire Changes resistances penetration: +25% blight / +45% cold / +40% acid Changes damage: +30% acid / +6% cold Spell save: +10 (+1 eff.) Maximum life: +110.00 Healing mod.: +16% 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: Armour penetration: +8 Physical power: +12 (+0 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 37% chance to reduce strength, dexterity, and constitution by 50 Changes stats: +16 Str / +4 Dex / +2 Mag / +9 Wil / +12 Cun Changes resistances: +15% physical Changes resistances penetration: +15% mind / +20% fire Critical mult.: +15.00% Physical save: +13 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 60150.6 Physical damage. If the attack hits, the target is confused (50% effect) for 6 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 cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 143% Changes stats: +6 Mag / +20 Wil / +10 Cun / +10 Con Changes resistances: +27% blight Critical mult.: +10.00% Spell save: +3 (+0 eff.) Mental save: +28 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +14 Maximum hate: +6.00 A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+0 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+0 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+0 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 21 power out of 60/60) : Effective talent level: 2.5 Power cost: 21 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() Requires: - Heavy armour training - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +8 Defense: +4 (+0 eff.) Fatigue: +6% Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +20% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.30 Corruption / Vim Disease immunity: +50% See stealth: +12 See invisible: +12 Talent on hit(spell): Vimsense (10% chance level 3). This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 16 power out of 45/45) : Effective talent level: 4.5 Power cost: 16 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 1539.10 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 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: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 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 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 / 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 / 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 / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) Latent Damage Type: Lightning 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 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature 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. |
![]() 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 / 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 / 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 (+0 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 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 11 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 2 acid Changes resistances: +6% acid Changes resistances penetration: +25% arcane Changes damage: +3% arcane Mental save: +5 (+0 eff.) Maximum life: +52.00 Mindpower: +7 (+0 eff.) Mental crit. chance: +4% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+0 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 12291 cold damage (based on your Magic) Activation costs 7 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+0 eff.) Mindpower: +10 (+0 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 4772.82 darkness damage (based on Mindpower and charge) Activation costs 4 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 29 fire Changes resistances: +15% blight / +10% fire / +15% darkness / +12% acid Mental save: +3 (+0 eff.) Blindness immunity: +49% Poison immunity: +34% Confusion immunity: +38% Pinning immunity: +30% Mana when firing critical spell: +3.44 Vim when firing critical spell: +3.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +5% Light radius: +11 Infravision radius: +6 See stealth: +25 See invisible: +37 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 11 cooldown : Effective talent level: 3.5 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 1430 blight damage or heals 465 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Wil / +6 Cun / +6 Con Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.50 Wild-gift / Antimagic Physical save: +15 (+0 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+0 eff.) Light radius: +6 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+0 eff.) Damage when hit (Melee): 10 light Changes stats: +7 Wil / +6 Con Changes resistances: +15% blight / +6% cold / +12% light Changes resistances penetration: +20% temporal Changes damage: +6% cold / +18% temporal / +6% darkness / +3% light Critical mult.: +20.00% Physical save: +15 (+0 eff.) Life regen: +16.00 Light radius: +5 Healing mod.: +26% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Changes stats: +4 Str / +4 Dex / +4 Wil / +6 Con Changes resistances: +15% blight / +15% light Changes damage: +15% darkness Damage affinity(heal): +5% darkness Critical mult.: +10.00% Spell save: +6 (+0 eff.) Life regen: +12.00 Maximum vim: +20.00 Spellpower: +20 (+0 eff.) Spell crit. chance: +9% Light radius: +8 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 3 cooldown : Effective talent level: 5.5 Power cost: 3 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 1829.82 damage. The damage dealt will increase with your Spellpower. 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: Accuracy: +55 (+4 eff.) Armour penetration: +16 Physical power: +10 (+0 eff.) Defense: +15 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 105 Changes stats: +2 Dex Changes resistances: +9% nature Changes resistances penetration: +20% darkness / +15% all Changes damage: +6% nature Critical mult.: +30.00% Physical save: +34 (+1 eff.) Spell save: +20 (+1 eff.) Mental save: +15 (+0 eff.) Stamina each turn: +1.00 Only die when reaching: -80.00 life Light radius: +7 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +2.0% Physical power: +5 (+0 eff.) Armour: +2 Changes stats: +6 Con Changes resistances: +15% blight / +1% physical / +12% mind Changes resistances penetration: +15% all Changes damage: +9% lightning Mental save: +9 (+0 eff.) Blindness immunity: +20% Teleport immunity: +27% Life regen: +16.00 Light radius: +7 See stealth: +25 See invisible: +16 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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: Changes stats: +4 Cun / +9 Wil Changes resistances: +15% darkness / +3% all Changes resistances penetration: +30% nature Changes damage: +15% mind / +12% nature Reduces incoming crit damage: 10.00% Spell save: +15 (+1 eff.) Maximum life: +80.00 Light radius: +7 Infravision radius: +3 See invisible: +9 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 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 143% * 20 arcane resource burn * 20% chance to reduce damage dealt by 82% Changes stats: +7 Wil Changes resistances: +6% lightning / +12% acid / +3% all Changes resistances penetration: +15% all Critical mult.: +19.00% Spell save: +15 (+1 eff.) Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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: Damage when hit (Melee): 6 mind Changes stats: +5 Mag / +7 Wil / +2 Cun / +10 Con Changes resistances: +15% blight / +3% all Changes resistances penetration: +15% acid Changes damage: +12% mind Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Spell save: +12 (+1 eff.) Life regen: +16.00 Maximum psi: +60.00 Mental crit. chance: +2% Light radius: +5 Infravision radius: +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 143% * 45% chance to reduce armor by 61% Damage when hit (Melee): 6 acid Changes resistances: +18% lightning / +10% temporal / +15% darkness / +10% cold / +3% nature Changes resistances penetration: +20% lightning / +10% mind / +15% acid Changes damage: +24% acid / +15% light / +3% nature Damage affinity(heal): +5% light Light radius: +12 Defense after a teleport: +18 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to activate talent Sun Flare, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 1889.77 light damage. At talent level 3 you gain 81% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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: Effects on melee hit: * 20% chance to reduce all saves and defense by 105 Changes stats: +3 Wil / +5 Con Changes resistances: +12% blight / +12% lightning / +3% light / +6% acid Critical mult.: +5.00% Spell save: +9 (+0 eff.) Blindness immunity: +50% Confusion immunity: +24% Life regen: +13.00 Light radius: +16 See stealth: +21 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 5.4 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 105 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 9 power out of 25/25) : Effective talent level: 3.5 Power cost: 9 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 1636.61 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 1636.61 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 9 power out of 25/25) : Effective talent level: 3.5 Power cost: 9 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 1636.61 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 1636.61 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Infused by nature 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.(497 power, based on Willpower) Activation costs 4 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 28 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+0 eff.) Changes stats: +2 Str / +1 Dex / +1 Mag / +7 Cun Changes damage: +9% nature Maximum life: +28.00 Maximum mana: +25.00 Maximum stamina: +21.00 Spell crit. chance: +6% Infravision radius: +4 See invisible: +6 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: Armour: +8 Damage when hit (Melee): 12 lightning / 6 acid Changes stats: +3 Str Changes resistances: +9% acid / +6% cold / +18% blight / +12% fire Changes resistances penetration: +10% darkness / +30% lightning Changes damage: +6% darkness Disease immunity: +20% Disarm immunity: +30% Teleport immunity: +20% Maximum life: +75.00 Maximum stamina: +59.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +10 Str / +5 Mag / +3 Wil / +3 Cun / +3 Con Critical mult.: +15.00% Maximum mana: +49.00 Spell crit. chance: +8% Mindpower: +15 (+1 eff.) Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +4 Physical crit. chance: +6.0% Physical power: +7 (+0 eff.) Damage when hit (Melee): 6 light Changes stats: +3 Str / +9 Dex Changes resistances: +9% acid / +18% light / +6% nature Changes resistances penetration: +10% acid / +20% physical Changes damage: +15% mind / +14% fire Mental save: +15 (+0 eff.) Stamina each turn: +6.00 Only die when reaching: -60.00 life Maximum stamina: +20.00 Lowers spell cool-downs by: 10% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 12 acid / 6 arcane Changes stats: +13 Str / +10 Wil Changes resistances: +14% nature / +18% fire Changes resistances penetration: +10% darkness / +20% arcane Changes damage: +15% blight / +3% fire / +10% nature / +39% darkness Mental crit. chance: +13% Infravision radius: +3 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: +10 (+0 eff.) Effects on melee hit: * 30% chance to reduce armor by 61% * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +6 Dex Changes resistances: +9% acid / +10% fire / +10% darkness / +24% blight Changes resistances penetration: +10% blight / +5% lightning Changes damage: +3% blight / +12% temporal Physical save: +10 (+0 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+0 eff.) Maximum life: +58.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 11 power out of 30/30) : Effective talent level: 5.5 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 650.29 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to slow global speed by 143% Damage when hit (Melee): 8 arcane Changes stats: +18 Str / +10 Wil Changes resistances: +12% arcane / +15% lightning Changes resistances penetration: +10% lightning / +10% fire / +15% arcane Changes damage: +18% lightning / +12% fire / +6% arcane / +24% nature Lowers spell cool-downs by: 10% Mental crit. chance: +15% 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 10 cooldown : Effective talent level: 8.2 Power cost: 10 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +139 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +8 (+0 eff.) Damage when hit (Melee): 10 mind Changes stats: +3 Str / +4 Mag / +4 Wil / +6 Con Changes resistances: +12% blight Changes damage: +24% blight / +24% fire / +19% mind Critical mult.: +20.00% Mental save: +15 (+0 eff.) Infravision radius: +7 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+0 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 7 power out of 25/25) : Effective talent level: 4.5 Power cost: 7 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 96 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 4 power out of 9/9) : Effective talent level: 3.5 Power cost: 4 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 2057.65 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 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 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal Changes damage: +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 7 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+0 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 7 power out of 35/35) : Effective talent level: 4.2 Power cost: 7 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 93 for 7 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 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 (+0 eff.) Mindpower: +10 (+0 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 6 power out of 25/25) : Effective talent level: 6.5 Power cost: 6 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 4 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 11 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 1171% of the healing done. This effect scales with your Magic stat. Activation costs 27 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 12023.66 fire damage (based on Magic) Activation costs 18 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 12023.66 fire damage (based on Magic) Activation costs 18 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +2% physical Changes damage: +6% physical Only die when reaching: -20.00 life It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 789 physical damage Activation puts all charms on cooldown for 6 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Armour penetration: +2 Defense: +15 (+1 eff.) Changes stats: +6 Dex Changes resistances: +3% lightning / +3% cold Critical mult.: +5.00% Stamina each turn: +3.00 Healing mod.: +15% It can be used to project a gust of wind in a cone knocking enemies back 11 spaces and dealing 1398 physical damage Activation puts all charms on cooldown for 6 turns. When used: * Heal for 93. * Reduce fatigue by 44% for 2 turns. * Increase all damage by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes damage: +6% arcane / +15% cold Spell save: +18 (+1 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 It can be used to blast the opponent's mind dealing 1174 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 6 turns. When used: * Cleanse 2 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. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 105 Changes resistances: +15% acid / +9% fire / +15% cold / +21% mind / +9% nature Changes resistances penetration: +25% darkness Changes damage: +6% darkness / +9% nature / +6% mind It can be used to blast the opponent's mind dealing 2104 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 6 turns. When used: * Reduce 3 talent cooldowns by 2. * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage penetration by 30% for 2 turns. 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: Damage when hit (Melee): 6 arcane / 4 light Changes stats: +4 Dex / +3 Wil / +3 Cun Changes resistances: +9% light Changes resistances penetration: +15% arcane / +15% light Changes damage: +15% arcane Reduces incoming crit damage: 15.00% See invisible: +9 It can be used to setup a psionic shield, reducing all damage taken by 151 for 5 turns Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 60% for 2 turns. 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: Damage when hit (Melee): 8 darkness / 6 fire Changes stats: +7 Mag Changes resistances penetration: +10% fire Changes damage: +6% arcane / +6% blight Critical mult.: +20.00% Mana when firing critical spell: +2.00 Light radius: +4 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to blast the opponent's mind dealing 2082 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 6 turns. When used: * Increase the duration of 3 beneficial effects by 3. * Cleanse 3 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. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% light / +15% lightning Changes resistances penetration: +10% temporal / +20% light / +20% fire Changes damage: +6% light / +6% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Gain a 40% chance to evade weapon attacks for 2 turns. * Cleanse 3 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. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 29% chance to slow global speed by 143% Damage when hit (Melee): 2 fire Changes resistances: +6% fire / +7% arcane / +12% nature Changes resistances penetration: +5% arcane Changes damage: +9% fire / +3% arcane / +3% nature It can be used to project a gust of wind in a cone knocking enemies back 14 spaces and dealing 2142 physical damage Activation puts all charms on cooldown for 6 turns. When used: * Reduce fatigue by 60% 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: +5 Physical power: +10 (+0 eff.) Defense: +5 (+0 eff.) Changes stats: +4 Str / +4 Dex / +2 Con Changes resistances: +3% darkness Changes damage: +6% fire Physical save: +12 (+0 eff.) Maximum stamina: +10.00 It can be used to blast the opponent's mind dealing 2104 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 6 turns. When used: * Increase all damage penetration by 23% for 2 turns. * Reduce 3 talent cooldowns by 2. * Increase the duration of 3 beneficial effects 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: Damage when hit (Melee): 4 arcane / 8 blight Changes stats: +2 Cun / +1 Wil Changes resistances: +9% light Changes resistances penetration: +20% blight Critical mult.: +10.00% Mana when firing critical spell: +4.00 Maximum mana: +20.00 Maximum vim: +20.00 Spellpower: +50 (+2 eff.) Mindpower: +10 (+0 eff.) Mental crit. chance: +4% It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase all damage penetration by 28% for 2 turns. 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: Damage when hit (Melee): 6 cold Changes resistances: +6% arcane / +9% darkness Changes resistances penetration: +20% cold Changes damage: +21% arcane It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 1691 physical damage Activation puts all charms on cooldown for 6 turns. When used: * Reduce 3 talent cooldowns by 2. * Heal for 108. * Increase the duration of 2 beneficial effects 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: Effects on melee hit: * 40% chance to reduce armor by 61% Changes stats: +2 Str / +5 Dex / +5 Mag Changes resistances penetration: +10% cold / +10% fire Changes damage: +18% cold Infravision radius: +2 See invisible: +15 It can be used to blast the opponent's mind dealing 2038 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 6 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Heal for 110. 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: Effects on melee hit: * 37% chance to reduce all saves and defense by 105 Changes stats: +6 Wil / +4 Mag Changes resistances penetration: +10% light Changes damage: +6% arcane / +6% light Maximum vim: +40.00 Spellpower: +25 (+0 eff.) Light radius: +2 It can be used to project a gust of wind in a cone knocking enemies back 14 spaces and dealing 2142 physical damage Activation puts all charms on cooldown for 6 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Gain a 40% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 28% for 2 turns. 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: +8 Damage when hit (Melee): 8 temporal Changes resistances: +18% lightning / +3% physical / +11% arcane Changes resistances penetration: +30% darkness Changes damage: +15% lightning Confusion immunity: +43% Life regen: +6.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. * Heal for 110. 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: Damage when hit (Melee): 4 blight / 6 fire Changes resistances: +6% fire / +12% darkness / +6% temporal Changes resistances penetration: +25% blight Changes damage: +30% blight / +9% temporal / +6% darkness Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to blast the opponent's mind dealing 2104 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 6 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+0 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 9 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% blight / +3% fire Changes resistances penetration: +5% arcane Spell save: +9 (+0 eff.) Disease immunity: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 6 turns. When used: * Cleanse 2 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. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+0 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Defense: +25 (+1 eff.) Damage when hit (Melee): 6 lightning Changes stats: +3 Dex Changes resistances: +18% light Changes damage: +9% lightning / +9% physical Only die when reaching: -160.00 life Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Activation puts all charms on cooldown for 7 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. * Reduce fatigue by 49% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+0 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 4 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +7 Cun / +5 Wil Changes resistances: +12% temporal Changes resistances penetration: +25% cold Changes damage: +3% mind Critical mult.: +10.00% Mental save: +6 (+0 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.12 Hate when firing a critical mind attack: +7.00 Maximum hate: +8.00 Mental crit. chance: +1% It can be used to sting an enemy dealing 2363 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 6 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Increase the duration of 3 beneficial effects by 2. * Increase all damage penetration by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% acid / +3% cold / +6% temporal / +3% blight Changes resistances penetration: +10% mind It can be used to sting an enemy dealing 1882 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 6 turns. When used: * Increase all damage by 21% for 2 turns. * Reduce fatigue by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +20 (+1 eff.) Armour penetration: +2 Physical power: +10 (+0 eff.) Changes stats: +2 Con Changes resistances: +9% fire Changes resistances penetration: +5% light Changes damage: +21% light Physical save: +9 (+0 eff.) Light radius: +2 It can be used to sting an enemy dealing 2363 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 6 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Heal for 110. * Cleanse 2 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. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +3 Cun / +3 Wil Changes resistances: +9% temporal Changes resistances penetration: +10% mind Changes damage: +6% blight / +6% temporal Hate when firing a critical mind attack: +1.00 Mindpower: +5 (+0 eff.) Mental crit. chance: +1% It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1267 Base Damage: 570 Armor: 32 All Resist: 45 Activation puts all charms on cooldown for 9 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +4 Changes resistances: +8% arcane / +3% nature Blindness immunity: +20% Disease immunity: +30% Pinning immunity: +32% Knockback immunity: +30% Life regen: +6.00 Healing mod.: +30% It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 6 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 105 Changes stats: +3 Str / +2 Con Changes resistances: +6% fire / +11% arcane / +9% cold Changes resistances penetration: +15% temporal Changes damage: +12% temporal Poison immunity: +30% Disarm immunity: +30% Confusion immunity: +30% Teleport immunity: +43% Healing mod.: +10% It can be used to sting an enemy dealing 2363 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 6 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Heal for 107. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 143% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+1 eff.) Mindpower: +8 (+0 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 18 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +39% nature / +6% mind Changes resistances penetration: +10% arcane Changes damage: +12% nature / +6% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to harden the skin for 7 turns increasing armour by 77 and armour hardiness by 70% Activation puts all charms on cooldown for 7 turns. When used: * Heal for 110. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Mag / +4 Cun / +2 Con Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +24% arcane / +6% light Critical mult.: +15.00% Maximum mana: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 458 Activation puts all charms on cooldown for 6 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +4 Defense: +10 (+0 eff.) Effects on melee hit: * 10% chance to reduce armor by 61% Damage when hit (Melee): 8 light Changes stats: +3 Str / +4 Wil / +2 Con Changes damage: +9% acid / +6% physical Maximum stamina: +10.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +4% It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 6 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Increase the duration of 3 beneficial effects by 3. * Increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to reduce damage dealt by 82% Damage when hit (Melee): 6 lightning Changes resistances: +12% light / +12% mind Changes resistances penetration: +20% lightning / +10% light Changes damage: +18% lightning / +12% darkness It can be used to sting an enemy dealing 1983 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 6 turns. When used: * Reduce 3 talent cooldowns by 2. * Heal for 105. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +52% acid / +15% temporal / +15% mind Changes damage: +9% temporal Psi when hit: +0.44 Hate when firing a critical mind attack: +4.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% It can be used to summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1340 Base Damage: 554 Armor: 50 All Resist: 50 Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 3 beneficial effects by 3. * Increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +11 Cun / +9 Wil Changes resistances: +21% cold Changes damage: +15% cold Mana when firing critical spell: +2.83 Light radius: +4 Defense after a teleport: +21 Resist all after a teleport: +21% New effects duration reduction after a teleport: +21% It can be used to fire a magical bolt dealing 760 cold damage Activation puts all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+1 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 5052 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 13 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +35 (+2 eff.) Physical crit. chance: +4.0% Effects on melee hit: * 30% chance to reduce strength, dexterity, and constitution by 50 Changes stats: +1 Str Changes resistances: +10% arcane Changes resistances penetration: +15% blight Physical save: +6 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 Spell crit. chance: +3% It can be used to create a shield absorbing up to 494 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 7 turns. When used: * Gain a 33% chance to evade weapon attacks for 2 turns. * Increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +3 Cun Changes resistances penetration: +25% arcane Changes damage: +9% blight Spell save: +12 (+1 eff.) Equilibrium when hit: +0.08 Vim when firing critical spell: +2.00 Mental crit. chance: +1% It can be used to fire a magical bolt dealing 2148 acid damage Activation puts all charms on cooldown for 6 turns. When used: * Gain a 29% chance to evade weapon attacks for 2 turns. * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+0 eff.) Armour: +10 Defense: +10 (+0 eff.) Damage when hit (Melee): 2 cold Changes stats: +3 Str Changes resistances: +18% fire Changes resistances penetration: +25% cold / +20% physical Changes damage: +6% physical / +6% cold Physical save: +6 (+0 eff.) Stamina each turn: +2.00 It can be used to fire a magical bolt dealing 1983 cold damage Activation puts all charms on cooldown for 6 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Heal for 103. * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Defense: +10 (+0 eff.) Damage when hit (Melee): 4 fire Changes stats: +3 Str / +6 Dex / +4 Con Changes resistances: +27% fire / +2% physical Changes resistances penetration: +5% physical Changes damage: +6% fire / +3% darkness / +3% light Critical mult.: +10.00% Physical save: +3 (+0 eff.) Stamina each turn: +1.00 Only die when reaching: -100.00 life It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 487 lightning damage and will be dazed for 1 turn (2439 total damage) Activation puts all charms on cooldown for 6 turns. When used: * Increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +5 Mag / +4 Cun / +8 Con Changes damage: +12% arcane Mental save: +15 (+0 eff.) Mana each turn: +0.12 Psi when hit: +0.20 It can be used to fire a magical bolt dealing 2247 fire damage Activation puts all charms on cooldown for 6 turns. When used: * Increase the duration of 3 beneficial effects by 3. * Increase all damage penetration by 30% for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to reduce strength, dexterity, and constitution by 50 Damage when hit (Melee): 2 fire Changes resistances: +21% blight / +3% cold / +9% fire Changes resistances penetration: +10% cold Changes damage: +9% blight / +15% fire It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 472 lightning damage and will be dazed for 1 turn (2363 total damage) Activation puts all charms on cooldown for 6 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +20 (+1 eff.) Changes stats: +5 Str / +2 Con Changes resistances: +12% light Changes resistances penetration: +20% blight / +25% physical Changes damage: +9% arcane / +12% light Maximum stamina: +50.00 Light radius: +3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 472 lightning damage and will be dazed for 1 turn (2363 total damage) Activation puts all charms on cooldown for 6 turns. When used: * Increase the duration of 3 beneficial effects by 3. * Gain a 37% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +6 Changes stats: +2 Cun / +3 Wil Changes resistances: +30% lightning Maximum wards: +5 blight / +6 temporal / +6 light / +5 darkness Talent granted: +2 Ward Spell save: +6 (+0 eff.) Mental save: +24 (+1 eff.) Teleport immunity: +20% Maximum life: +60.00 Maximum stamina: +20.00 Light radius: +6 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 472 lightning damage and will be dazed for 1 turn (2363 total damage) Activation puts all charms on cooldown for 6 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes resistances: +6% lightning Maximum wards: +6 blight / +6 nature / +6 mind / +6 lightning Changes resistances penetration: +25% blight / +30% lightning Changes damage: +21% lightning Talent granted: +1 Ward Mana when firing critical spell: +4.00 Vim when firing critical spell: +2.00 Spellpower: +25 (+0 eff.) It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 7 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+0 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 5335.77 temporal and 5152.62 darkness damage (based on Magic) Activation costs 7 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 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 ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 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? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 4 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Infinite Dungeon the Hulk Berserker level 97
2nd Summertide 122nd year of Ascendancy at 05:08 see stats
By Infinite Dungeon the Hulk Berserker level 125
5th Flare 122nd year of Ascendancy at 16:23 see stats
By Infinite Dungeon the Hulk Berserker level 46
78th Pyre 122nd year of Ascendancy at 09:46 see stats
By Infinite Dungeon the Hulk Berserker level 82
8th Mirth 122nd year of Ascendancy at 04:15 see stats
By Infinite Dungeon the Hulk Berserker level 9
74th Pyre 122nd year of Ascendancy at 13:05 see stats
By Infinite Dungeon the Hulk Berserker level 119
3rd Flare 122nd year of Ascendancy at 17:20 see stats
By Infinite Dungeon the Hulk Berserker level 54
1st Mirth 122nd year of Ascendancy at 00:48 see stats
By Infinite Dungeon the Hulk Berserker level 82
8th Mirth 122nd year of Ascendancy at 01:11 see stats
By Infinite Dungeon the Hulk Berserker level 97
2nd Summertide 122nd year of Ascendancy at 05:08 see stats
By Infinite Dungeon the Hulk Berserker level 38
77th Pyre 122nd year of Ascendancy at 01:45 see stats
By Infinite Dungeon the Hulk Berserker level 94
1st Summertide 122nd year of Ascendancy at 10:41 see stats
By Infinite Dungeon the Hulk Berserker level 112
2nd Flare 122nd year of Ascendancy at 07:57 see stats
By Infinite Dungeon the Hulk Berserker level 53
79th Pyre 122nd year of Ascendancy at 21:09 see stats
By Infinite Dungeon the Hulk Berserker level 121
4th Flare 122nd year of Ascendancy at 10:30 see stats
By Infinite Dungeon the Hulk Berserker level 61
2nd Mirth 122nd year of Ascendancy at 12:39 see stats
By Infinite Dungeon the Hulk Berserker level 145
10th Flare 122nd year of Ascendancy at 07:50 see stats
By Infinite Dungeon the Hulk Berserker level 69
4th Mirth 122nd year of Ascendancy at 08:05 see stats
By Infinite Dungeon the Hulk Berserker level 154
4th Dusk 122nd year of Ascendancy at 12:26 see stats
By Infinite Dungeon the Hulk Berserker level 72
5th Mirth 122nd year of Ascendancy at 07:15 see stats
By Infinite Dungeon the Hulk Berserker level 162
8th Dusk 122nd year of Ascendancy at 05:20 see stats
By Infinite Dungeon the Hulk Berserker level 77
6th Mirth 122nd year of Ascendancy at 13:31 see stats
By Infinite Dungeon the Hulk Berserker level 81
7th Mirth 122nd year of Ascendancy at 20:25 see stats
By Infinite Dungeon the Hulk Berserker level 86
9th Mirth 122nd year of Ascendancy at 02:08 see stats
By Infinite Dungeon the Hulk Berserker level 91
10th Mirth 122nd year of Ascendancy at 10:28 see stats
By Infinite Dungeon the Hulk Berserker level 73
5th Mirth 122nd year of Ascendancy at 09:28 see stats
By Infinite Dungeon the Hulk Berserker level 10
74th Pyre 122nd year of Ascendancy at 13:09 see stats
By Infinite Dungeon the Hulk Berserker level 20
75th Pyre 122nd year of Ascendancy at 00:07 see stats
By Infinite Dungeon the Hulk Berserker level 30
75th Pyre 122nd year of Ascendancy at 15:22 see stats
By Infinite Dungeon the Hulk Berserker level 40
77th Pyre 122nd year of Ascendancy at 05:43 see stats
By Infinite Dungeon the Hulk Berserker level 50
79th Pyre 122nd year of Ascendancy at 02:17 see stats
By Infinite Dungeon the Hulk Berserker level 36
76th Pyre 122nd year of Ascendancy at 19:32 see stats
By Infinite Dungeon the Hulk Berserker level 127
6th Flare 122nd year of Ascendancy at 03:06 see stats
By Infinite Dungeon the Hulk Berserker level 7
74th Pyre 122nd year of Ascendancy at 12:17 see stats
By Infinite Dungeon the Hulk Berserker level 1
74th Pyre 122nd year of Ascendancy at 11:40 see stats
By Infinite Dungeon the Hulk Berserker level 49
78th Pyre 122nd year of Ascendancy at 21:15 see stats
By Infinite Dungeon the Hulk Berserker level 34
76th Pyre 122nd year of Ascendancy at 11:05 see stats
By Infinite Dungeon the Hulk Berserker level 4
74th Pyre 122nd year of Ascendancy at 11:40 see stats
By Infinite Dungeon the Hulk Berserker level 2
74th Pyre 122nd year of Ascendancy at 11:40 see stats
Log
Infinite Dungeon's healing is amplified!
Infinite Dungeon uses Infusion: Healing.
Infinite Dungeon's healing is amplified!
Infinite Dungeon's healing is amplified!
Infinite Dungeon's healing is amplified!
Infinite Dungeon's healing is amplified!
Infinite Dungeon's healing is amplified!
Infinite Dungeon's healing is amplified!
Infinite Dungeon's healing is amplified!
Infinite Dungeon's healing is amplified!
Infinite Dungeon's healing is amplified!
Talent Pain Enhancement System is ready to use.
Grave wight's morale has been lowered.
Rested for 55 turns (stop reason: hostile spotted to the south (grave wight)).
There is a way to the next level here (press '' or right click to use).
You gain 25.00 gold from the transmogrification of Blindpyre the dragonbone totem of thorny skin [power 87] (7 cooldown).
You gain 3.40 gold from the transmogrification of iron mail armour of the deep (2 def, 6 armour).
You gain 6.10 gold from the transmogrification of mindwoven cashmere robe of life (0 def, 0 armour).
You gain 3.88 gold from the transmogrification of shocking iron shield of shrapnel (0 def, 2 armour, 19 block).
You gain 5.30 gold from the transmogrification of high-capacity quiver of yew arrows of grasping (41/41, 36-51 power, 10 apr).
You gain 5.29 gold from the transmogrification of pulsing mindstar of flames (14-15 power, 32 apr, nature damage).
You gain 8.73 gold from the transmogrification of nature's vined mindstar of storms (5-6 power, 18 apr, nature damage).
You gain 3.45 gold from the transmogrification of balanced iron dagger of projection (10-14 power, 5 apr).
You gain 13.09 gold from the transmogrification of stormbringer's dwarven-steel longsword of evisceration (22-30 power, 4 apr).
You gain 8.09 gold from the transmogrification of gladiator's voratun ring of darkness (+36%).
New Achievement: Infinite x500 (Madness (Roguelike) difficulty)!
Accepted quest 'Infinite Dungeon Challenge (Level 500): Mirror Match'! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Infinite Dungeon no longer revels in blood quite so much.