




Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Allow Respec Anywhere 1.2.3Faster 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. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Items Vault 1.5.0Donators/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. 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 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Homosuperior |
Class | Paradox Mage |
Level / Exp | 50 / 127% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 61 (base 60) |
Dexterity | 62 (base 60) |
Constitution | 66 (base 60) |
Magic | 63 (base 60) |
Willpower | 64 (base 60) |
Cunning | 65 (base 60) |
Resources
Life | 30894/30894 |
Paradox | 300 |
Healing Factor | 1.3510638297872 |
Regeneration | 135.10638297872 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +245% |
Spell | +200% |
Global | +272.0464596394% |
Vision
Sight | 10 |
Lite | 0 |
Offense: Mainhand
Damage | 79 |
Accuracy | 80 |
Crit Chance | 41% |
APR | 169 |
Speed | 0.33 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 24% |
Speed | 0.33333333333333 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 24% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +1410065505% |
Blight | +1410065505% |
Arcane | +1410065505% |
Cold | +1410065505% |
All | +1410065407% |
Mind | +1410065505% |
Lightning | +1410065505% |
Light | +1410065508% |
Temporal | +1410065505% |
Physical | +1410065505% |
Darkness | +1410065505% |
Fire | +1410065505% |
Nature | +1410065505% |
Offense: Damage Penetration
Acid | +98% |
Blight | +98% |
Arcane | +98% |
Cold | +98% |
Lightning | +98% |
Darkness | +98% |
Light | +118% |
Temporal | +98% |
Physical | +113% |
Mind | +98% |
Fire | +98% |
Nature | +98% |
Defense: Base
Armour (hardiness) | 148 (100%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 166 |
Spell Save | 167 |
Mental Save | 167 |
Defense: Resistances
Acid | + 98%(100%) |
Blight | +100%(100%) |
Arcane | + 98%(100%) |
Cold | + 98%(100%) |
All | 0%(100%) |
Mind | + 98%(100%) |
Lightning | + 98%(100%) |
Light | +100%(100%) |
Temporal | + 98%(100%) |
Physical | + 98%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | + 98%(100%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 175 damage for 25 turns. |
Class Talents
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | The target is encased in thorny vines, dealing 65 nature damage each turn and reducing its speed by 31%. Thorn Grab |
detrimental effect | Reduces global action speed by 11%. Slow |
detrimental effect | The target is poisoned, taking 43.82 nature damage per turn and unable to move (but can otherwise act freely). Spydric Poison |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
Quests
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Main armor | ![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | ![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +20 nature When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Damage when hit (Melee): 4 lightning Changes resistances: +12% blight / +6% fire / +9% darkness / +6% light Changes resistances penetration: +20% light / +15% physical Changes damage: +3% light Spell save: +3 (+0 eff.) Blunt and deadly. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() healing infusion (heal 86) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() heroism infusion (+7 for 13 turns, die at -498) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 13 turns. While Heroism is active, you will only die when reaching -498 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() heroism infusion (+8 for 12 turns, die at -665) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 12 turns. While Heroism is active, you will only die when reaching -665 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() heroism infusion (+8 for 12 turns, die at -479) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 12 turns. While Heroism is active, you will only die when reaching -479 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion (712% speed; 8 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion (rad 10; power 22; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion (rad 10; power 22; turns 3; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion (rad 9; power 22; turns 3; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion (rad 10; power 22; turns 3; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion (rad 9; power 22; turns 3; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion of the psychic (rad 10; power 53; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 53) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion (resist 30%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 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 30% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion (resist 30%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 30% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion (resist 30%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 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 30% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion (resist 30%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 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 30% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() controlled phase door rune (range 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() controlled phase door rune of the sneak (range 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() heat beam rune (525163953 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 22000000433.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() invisibility rune (power 14 for 11 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 11 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() lightning rune (-654704915 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 12666666916.20 to 38000000748.60 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() phase door rune (range 13; power 33; dur 8) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() phase door rune (range 14; power 40; dur 8) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() phase door rune (range 14; power 36; dur 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() shielding rune (absorb 462 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 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 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Brenyharandur the Blazerage Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour by 30% * 40% chance to daze at end of turn Damage when hit (Melee): 12 acid / 8 lightning Changes resistances: +6% acid / +16% temporal / +6% lightning Changes damage: +9% acid / +12% nature / +36% lightning Pinning immunity: +32% Knockback immunity: +32% Amulets can have magical properties. |
![]() Glowrot the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to blind Changes resistances: +18% acid / +7% physical / +12% fire / +12% nature / +6% arcane Spell save: +55 (+6 eff.) Stamina each turn: +0.40 Light radius: +4 Amulets can have magical properties. |
![]() Turykan Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Mag / +10 Wil / +6 Con Changes resistances: +15% physical Changes resistances penetration: +5% blight Changes damage: +6% blight Grants telepathy: Demon/Minor Demon/Major Physical save: +20 (+3 eff.) Life regen: +3.00 Stamina each turn: +0.90 Maximum life: +79.00 Maximum vim: +60.00 Mental crit. chance: +1% Amulets can have magical properties. |
![]() archmage's copper amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes damage: +5% acid / +5% fire / +5% cold / +5% lightning Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
![]() copper amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
![]() copper amulet 'Mireoath' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +7% physical / +26% light / +15% cold Changes resistances penetration: +33% nature Changes damage: +27% mind Stamina each turn: +0.40 Amulets can have magical properties. |
![]() gold amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +16 Critical mult.: +16.00% Amulets can have magical properties. |
![]() grounding copper amulet of soulsearing Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +14% lightning Changes damage: +7% blight / +7% fire Critical mult.: +12.00% Stun/Freeze immunity: +26% Spellpower: +7 (+0 eff.) Amulets can have magical properties. |
![]() grounding stralite amulet of strength (+9) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str Changes resistances: +25% lightning Stun/Freeze immunity: +44% Amulets can have magical properties. |
![]() restful steel amulet of perfection (0.21 Chronomancy / Gravity,0.21 Wild-gift / Harmony) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -7% Talent masteries: +0.21 Chronomancy / Gravity +0.21 Wild-gift / Harmony Life regen: +2.40 Amulets can have magical properties. |
![]() stabilizing gold amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +21% temporal Blindness immunity: +20% Pinning immunity: +26% Knockback immunity: +38% Infravision radius: +7 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
![]() starlit stralite amulet of mastery (0.28 Chronomancy / Gravity) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +26% light / +26% darkness Talent mastery: +0.28 Chronomancy / Gravity Blindness immunity: +44% Amulets can have magical properties. |
![]() steel amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 9 light / 9 darkness Effects when hit in melee: * 9% chance to inflict 15% damage reduction * 8% chance to blind Changes damage: +9% light / +9% darkness Amulets can have magical properties. |
![]() warmaker's stralite amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str / +8 Dex / +9 Wil Amulets can have magical properties. |
![]() Ariharantir the voratun ring Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight / 12 arcane Changes stats: +3 Mag / +9 Wil / +7 Cun / +9 Con Changes resistances: +15% blight / +15% nature / +3% acid Physical save: +18 (+2 eff.) Spell save: +6 (+0 eff.) Poison immunity: +30% Disease immunity: +30% Spell crit. chance: +1% Mindpower: +14 (+3 eff.) Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
![]() Brandpain Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +5 Str / +3 Con Changes resistances: +24% acid / +9% temporal Changes damage: +12% acid / +15% fire Disease immunity: +15% Stun/Freeze immunity: +30% Life regen: +1.00 Maximum life: +80.00 Rings can have magical properties. |
![]() Glorogann the voratun ring Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +11 (+3 eff.) Effects on melee hit: * 40% chance to corrode armour by 30% Changes stats: +8 Str / +9 Dex / +10 Cun / +10 Con Changes resistances: +6% acid / +38% cold / +6% temporal Changes resistances penetration: +10% acid Changes damage: +9% mind / +19% cold Critical mult.: +10.00% Hate when firing a critical mind attack: +1.00 Mental crit. chance: +2% Rings can have magical properties. |
![]() Morningmortal Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +12 Changes resistances penetration: +15% light Critical mult.: +12.00% Mental save: +9 (+1 eff.) Confusion immunity: +32% Stamina each turn: +1.40 Only die when reaching: -60.00 life Maximum stamina: +30.00 Rings can have magical properties. |
![]() Polithra the steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 20 acid Changes stats: +5 Dex / +6 Wil / +3 Cun / +6 Con Changes resistances: +18% acid Changes resistances penetration: +33% acid Changes damage: +18% acid Mental save: +12 (+1 eff.) Light radius: +4 Infravision radius: +3 Rings can have magical properties. |
![]() Vargh Redemption 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 1 tidal wave that expands slowly over 7 turns, dealing 1634381208.30 cold and 1634381208.30 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() conjurer's copper ring of blinding strikes Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage (Melee): 26 light Effects on ranged hit: * 14% chance to blind Damage (Ranged): 25 light Changes stats: +5 Mag / +5 Wil Spellpower: +7 (+0 eff.) Rings can have magical properties. |
![]() copper ring of warding Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +14% acid / +14% fire / +14% lightning / +12% cold Rings can have magical properties. |
![]() gladiator's copper ring of blinding strikes Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 14% chance to blind Damage (Melee): 26 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 26 light Changes stats: +5 Str / +6 Con Rings can have magical properties. |
![]() gladiator's stralite ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +8 Str / +8 Con Rings can have magical properties. |
![]() gold ring 'Emelesekira' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 20.00% Mental save: +24 (+2 eff.) Life regen: +1.40 Psi when hit: +0.12 Hate when firing a critical mind attack: +5.00 Maximum life: +76.00 Mental crit. chance: +4% Infravision radius: +4 Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
![]() mule's copper ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -6% Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +3 Cun Maximum encumbrance: +23 Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() rogue's copper ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +4 Cun Spellpower: +7 (+0 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
![]() steel ring of warding Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +18% acid / +18% fire / +18% lightning / +16% cold Rings can have magical properties. |
![]() stralite ring 'Korigorn' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Mag / +2 Con Changes resistances: +28% darkness Changes damage: +14% darkness Spell save: +14 (+1 eff.) Mental save: +20 (+2 eff.) Blindness immunity: +30% Poison immunity: +5% Only die when reaching: -20.00 life Maximum stamina: +22.00 Infravision radius: +5 See stealth: +13 See invisible: +13 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
![]() voratun ring 'Voidtrial' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +2.0% Armour: +6 Damage when hit (Melee): 4 darkness Changes stats: +13 Dex / +10 Mag / +9 Cun Changes resistances: +20% blight Changes resistances penetration: +15% darkness Changes damage: +20% blight / +6% mind / +12% darkness Spell save: +20 (+2 eff.) Only die when reaching: -40.00 life Rings can have magical properties. |
![]() Beletta the Umbrapiercer (12.5-18.75 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +12 darkness When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 16 acid Changes resistances: +12% acid / +15% blight Changes resistances penetration: +10% physical Reduces incoming crit damage: 15.00% Physical save: +9 (+1 eff.) Disease immunity: +20% Knockback immunity: +15% Massive two-handed battleaxes. |
![]() Bleakwend the steel battleaxe (20-30 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +12 light When wielded/worn: Accuracy: +13 (+3 eff.) Damage when hit (Melee): 16 darkness Changes stats: +13 Str Changes damage: +25% physical Critical mult.: +9.00% Physical save: +15 (+2 eff.) Stamina each turn: +0.40 Stamina when hit: +2.00 Maximum life: +30.00 Massive two-handed battleaxes. |
![]() Brightvalor the voratun battleaxe (79-118.5 power, 4 apr) Requires: - Strength 48 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: 79.0 - 118.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom Damage (Melee): +8 blight / +35 mind / +8 light When wielded/worn: Armour penetration: +21 Effects on melee hit: * 30% chance to blind Changes stats: +10 Cun / +10 Wil Changes resistances: +9% mind Changes resistances penetration: +5% light / +20% physical Changes damage: +9% blight / +20% physical Light radius: +4 Massive two-handed battleaxes. |
![]() Delymarain (58-87 power, 4 apr) Requires: - Strength 48 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: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +28 darkness Damage against: +28% Living When wielded/worn: Accuracy: +41 (+8 eff.) Armour penetration: +21 Damage when hit (Melee): 12 blight Changes stats: +3 Str / +10 Dex / +3 Mag Changes resistances penetration: +15% temporal / +21% physical Spell save: +40 (+4 eff.) Light radius: +4 See invisible: +12 Damage Shield penetration: +20% Massive two-handed battleaxes. |
![]() Emulera (56.5-84.75 power, 4 apr) 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: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * 49% chance to corrode armour by 30% * 40% chance to cause random gloom Damage (Melee): +12 temporal When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +21 Armour: +4 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Changes stats: +13 Dex Changes resistances: +3% mind Changes resistances penetration: +21% acid / +17% physical / +5% temporal Changes damage: +21% physical Life regen: +4.00 Maximum stamina: +10.00 Massive two-handed battleaxes. |
![]() Ivora the steel battleaxe (19-28.5 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 53% Damage (Melee): +42 insidious poison When wielded/worn: Armour: +6 Changes resistances: +9% light / +15% fire Changes damage: +9% mind Poison immunity: +10% Cut immunity: +35% Confusion immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +20% Maximum psi: +30.00 Massive two-handed battleaxes. |
![]() arcing dwarven-steel battleaxe of amnesia (33.5-50.25 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +19 lightning When wielded/worn: Massive two-handed battleaxes. |
![]() balanced stralite battleaxe of evisceration (45.5-68.25 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.5 - 68.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +19.0% Physical power: +17 (+4 eff.) Defense: +19 (+5 eff.) Disarm immunity: +62% Massive two-handed battleaxes. |
![]() balanced stralite battleaxe of purging (43.5-65.25 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +24 nature When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +19 (+5 eff.) Disarm immunity: +62% Massive two-handed battleaxes. |
![]() blazebringer's steel battleaxe of massacre (33-49.5 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +4% Massive two-handed battleaxes. |
![]() blazebringer's voratun battleaxe of amnesia (55.5-83.25 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +28 fire When wielded/worn: Changes resistances penetration: +21% fire Global speed: +8% Massive two-handed battleaxes. |
![]() blazebringer's voratun battleaxe of rage (58.5-87.75 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +23 fire When wielded/worn: Accuracy: +17 (+4 eff.) Changes stats: +10 Str Changes resistances penetration: +19% fire Changes damage: +14% physical Stamina when hit: +4.00 Global speed: +8% Massive two-handed battleaxes. |
![]() caustic dwarven-steel battleaxe of purging (33-49.5 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 33% chance to corrode armour by 30% * 25% chance to remove a magical effect Damage (Melee): +17 nature When wielded/worn: Changes resistances penetration: +16% acid Life regen: +3.00 Massive two-handed battleaxes. |
![]() chilling stralite battleaxe of projection (44.5-66.75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +35 cold Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe of evisceration (31.5-47.25 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Physical crit. chance: +16.0% Physical power: +16 (+4 eff.) Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe of ruin (32-48 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +16 Physical crit. chance: +16.0% Critical mult.: +23.00% Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe of ruin (32-48 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +16 Physical crit. chance: +14.0% Critical mult.: +23.00% Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe of ruin (33.5-50.25 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +16 Physical crit. chance: +16.0% Critical mult.: +23.00% Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe of shearing (31.5-47.25 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Changes resistances penetration: +16% physical Changes damage: +16% physical Massive two-handed battleaxes. |
![]() elemental iron battleaxe of erosion (13-19.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +12 nature / +12 temporal When wielded/worn: Changes resistances penetration: +13% acid / +13% fire / +13% lightning / +13% cold Massive two-handed battleaxes. |
![]() elemental steel battleaxe of rage (17-25.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +5 Str Changes resistances penetration: +16% acid / +14% fire / +14% lightning / +16% cold Changes damage: +13% physical Stamina when hit: +2.00 Massive two-handed battleaxes. |
![]() elemental stralite battleaxe of ruin (44.5-66.75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +19 Physical crit. chance: +19.0% Changes resistances penetration: +21% acid / +21% fire / +21% lightning / +21% cold Critical mult.: +26.00% Massive two-handed battleaxes. |
![]() hateful dwarven-steel battleaxe of evisceration (31.5-47.25 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage (Melee): +20 darkness Damage against: +20% Living When wielded/worn: Physical crit. chance: +14.0% Physical power: +16 (+4 eff.) Massive two-handed battleaxes. |
![]() hateful steel battleaxe of daylight (22-33 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 darkness / +14 light Damage against: +13% Living / +21% Undead Massive two-handed battleaxes. |
![]() inquisitor's steel battleaxe of projection (22-33 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 23 arcane resource burn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * burns latent spell energy Massive two-handed battleaxes. |
![]() inquisitor's stralite battleaxe of crippling (44-66 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 31 arcane resource burn On weapon crit: * cripple the target * burns latent spell energy When wielded/worn: Physical crit. chance: +19.0% Massive two-handed battleaxes. |
![]() iron battleaxe 'Layivea' (14-21 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 12% * leeches stamina from the target Burst (radius 2) on crit: +16 physical When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +10 Damage when hit (Melee): 12 nature slow Changes stats: +5 Str Changes resistances: +12% acid Critical mult.: +6.00% Physical save: +9 (+1 eff.) Healing mod.: +15% Massive two-handed battleaxes. |
![]() quick dwarven-steel battleaxe of purging (32-48 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +20 nature When wielded/worn: Accuracy: +16 (+3 eff.) Changes stats: +6 Dex Massive two-handed battleaxes. |
![]() quick stralite battleaxe of projection (42-63 power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 111% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +7 Dex Massive two-handed battleaxes. |
![]() quick voratun battleaxe (56.5-84.75 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +9 Dex Massive two-handed battleaxes. |
![]() quick voratun battleaxe of crippling (56.5-84.75 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +21 (+4 eff.) Physical crit. chance: +19.0% Changes stats: +9 Dex Massive two-handed battleaxes. |
![]() slime-covered stralite battleaxe of erosion (45-67.5 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Slows global speed by 19% Damage (Melee): +24 temporal / +24 nature Massive two-handed battleaxes. |
![]() steel battleaxe 'Layedhelle' (19-28.5 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +3 Mag Changes resistances: +9% acid Mental save: +40 (+4 eff.) Blindness immunity: +20% Poison immunity: +45% Disarm immunity: +45% Confusion immunity: +30% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Massive two-handed battleaxes. |
![]() stralite battleaxe 'Magmabone' (41-61.5 power, 11 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Crit. chance: +12.5% Attack speed: 100% Damage (Melee): +24 darkness Damage against: +24% Living When wielded/worn: Armour penetration: +4 Changes stats: +3 Con Changes resistances penetration: +15% fire / +30% physical Changes damage: +9% fire Maximum psi: +30.00 Mindpower: +8 (+2 eff.) Massive two-handed battleaxes. |
![]() stralite battleaxe of crippling (46-69 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +19.0% Massive two-handed battleaxes. |
![]() thought-forged dwarven-steel battleaxe of torment (29-43.5 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom * 20% chance to torment the target Damage (Melee): +24 mind When wielded/worn: Changes stats: +7 Cun / +7 Wil Changes resistances penetration: +16% mind / +14% darkness Massive two-handed battleaxes. |
![]() thunderous dwarven-steel battleaxe of massacre (48-72 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 14% chance to daze at end of turn When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +16% lightning Massive two-handed battleaxes. |
![]() thunderous stralite battleaxe of erosion (41-61.5 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 41% chance to daze at end of turn Damage (Melee): +24 nature / +24 temporal When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances penetration: +19% lightning Massive two-handed battleaxes. |
![]() thunderous voratun battleaxe (55.5-83.25 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn When wielded/worn: Changes stats: +5 Str / +5 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances penetration: +21% lightning Massive two-handed battleaxes. |
![]() truestriking iron battleaxe of amnesia (14.5-21.75 power, 1 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical Massive two-handed battleaxes. |
![]() truestriking stralite battleaxe of crippling (44.5-66.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +19 Physical crit. chance: +19.0% Changes resistances penetration: +19% physical Massive two-handed battleaxes. |
![]() truestriking voratun battleaxe of rage (55.5-83.25 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +38 (+8 eff.) Armour penetration: +21 Changes stats: +10 Str Changes resistances penetration: +21% physical Changes damage: +20% physical Stamina when hit: +4.00 Massive two-handed battleaxes. |
![]() warbringer's voratun battleaxe of massacre (79.5-119.25 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 79.5 - 119.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +20 (+4 eff.) Changes stats: +10 Con Changes resistances penetration: +19% physical Disarm immunity: +45% Massive two-handed battleaxes. |
![]() Ashswift (37-48.1 power, 9 apr) 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: 37.0 - 48.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +11.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage Shield penetration (this weapon only): +66% Damage (Melee): +24 cold When wielded/worn: Physical crit. chance: +16.0% Physical power: +12 (+3 eff.) Changes stats: +2 Con Changes resistances: +15% temporal / +6% fire Physical save: +6 (+1 eff.) Sharp, short and deadly. |
![]() Dagykan the Galesever (16.5-21.45 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.5 - 21.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 53% chance to cause random gloom When wielded/worn: Changes stats: +7 Cun / +12 Wil Changes resistances: +12% lightning Changes resistances penetration: +20% mind Changes damage: +21% lightning Mindpower: +6 (+1 eff.) Sharp, short and deadly. |
![]() Dimsmasher (17-22.1 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 17.0 - 22.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 53% chance to inflict 15% damage reduction Damage (Melee): +20 darkness Burst (radius 2) on crit: +12 darkness When wielded/worn: Changes resistances: +15% darkness Changes damage: +12% fire / +9% light / +9% darkness Light radius: +4 Sharp, short and deadly. |
![]() Erihek the iron dagger (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 53% chance to cause random gloom Damage (Melee): +16 insidious poison / +20 acid When wielded/worn: Changes stats: +4 Dex / +3 Wil / +7 Con Changes resistances: +12% mind Changes damage: +12% acid Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Sharp, short and deadly. |
![]() Murkvein the voratun dagger (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 24% chance to corrode armour by 30% * 53% chance to blind * 25% chance to put talents on cooldown Damage (Melee): +8 darkness Burst (radius 1) on hit: +12 darkness When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +9 Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% lightning / +9% temporal / +6% cold / +3% nature / +6% arcane Changes resistances penetration: +12% acid / +12% physical Changes damage: +6% light Life regen: +2.00 Sharp, short and deadly. |
![]() Orc Feller (45-58.5 power, 11 apr) Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() Tarryldir (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +32 insidious poison Burst (radius 1) on hit: +24 acid When wielded/worn: Armour penetration: +3 Physical power: +6 (+2 eff.) Armour: +18 Changes stats: +7 Dex / +4 Con Changes resistances: +2% physical Life regen: +0.60 Sharp, short and deadly. |
![]() Voidwell (27.5-35.75 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Dex, 45% Str Damage type: Arcane Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +12 acid / +14 temporal / +14 nature When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 8 acid Changes resistances: +6% arcane / +6% acid Changes damage: +9% acid Sharp, short and deadly. |
![]() Xomina (38-49.4 power, 13 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Crit. chance: +10.0% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +16 lightning When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +12.0% Changes stats: +5 Dex / +2 Wil Changes resistances penetration: +5% physical Changes damage: +18% arcane / +9% physical Mental save: +10 (+1 eff.) Sharp, short and deadly. |
![]() Zamalach (51-66.3 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 51.0 - 66.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +48 insidious poison Burst (radius 2) on crit: +4 mind When wielded/worn: Physical crit. chance: +12.0% Changes resistances: +3% acid / +9% temporal / +9% light / +9% blight / +6% arcane Critical mult.: +3.00% Physical save: +3 (+1 eff.) Sharp, short and deadly. |
![]() balanced dwarven-steel dagger of amnesia (20.5-26.65 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+2 eff.) Disarm immunity: +30% Sharp, short and deadly. |
![]() balanced dwarven-steel dagger of purging (21-27.3 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 nature When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +9 (+2 eff.) Disarm immunity: +30% Sharp, short and deadly. |
![]() balanced iron dagger of dampening (11-14.3 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+2 eff.) Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold Spell save: +6 (+0 eff.) Disarm immunity: +20% Sharp, short and deadly. |
![]() balanced steel dagger of disruption (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +12% Unnatural When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +8 (+2 eff.) Disarm immunity: +26% Sharp, short and deadly. |
![]() balanced stralite dagger of persecution (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage against: +20% Unnatural When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +11 (+3 eff.) Changes stats: +5 Wil Disarm immunity: +35% Sharp, short and deadly. |
![]() balanced voratun dagger of erosion (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 nature / +16 temporal When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +10 (+3 eff.) Disarm immunity: +40% Sharp, short and deadly. |
![]() balanced voratun dagger of massacre (49.5-64.35 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +12 (+3 eff.) Disarm immunity: +40% Sharp, short and deadly. |
![]() blazebringer's dwarven-steel dagger (16-20.8 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +3% Sharp, short and deadly. |
![]() blazebringer's stralite dagger (26.5-34.45 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +11 fire When wielded/worn: Changes resistances penetration: +11% fire Global speed: +4% Sharp, short and deadly. |
![]() caustic stralite dagger of rage (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 24% chance to corrode armour by 30% When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +5 Str Changes resistances penetration: +11% acid Changes damage: +10% physical Life regen: +2.00 Stamina when hit: +2.00 Sharp, short and deadly. |
![]() elemental steel dagger of daylight (11-14.3 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +9 light Damage against: +12% Undead When wielded/worn: Changes resistances penetration: +9% acid / +9% fire / +9% lightning / +9% cold Sharp, short and deadly. |
![]() glacial voratun dagger of purging (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +15 nature Burst (radius 2) on crit: +23 ice When wielded/worn: Armour: +12 Changes resistances penetration: +12% cold Sharp, short and deadly. |
![]() inquisitor's iron dagger of erosion (11-14.3 power, 5 apr) Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 11 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +7 temporal / +7 nature Sharp, short and deadly. |
![]() inquisitor's steel dagger of the leech (13-16.9 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 9% * 13 arcane resource burn * leeches stamina from the target On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 8 nature slow Sharp, short and deadly. |
![]() insidious iron dagger of amnesia (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +16 insidious poison When wielded/worn: Sharp, short and deadly. |
![]() insidious steel dagger of erosion (13-16.9 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 insidious poison / +9 temporal / +9 nature Sharp, short and deadly. |
![]() insidious steel dagger of ruin (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 insidious poison When wielded/worn: Armour penetration: +7 Physical crit. chance: +8.0% Critical mult.: +12.00% Sharp, short and deadly. |
![]() iron dagger 'Sparkworm' (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 53% chance to cause random gloom * 53% chance to daze at end of turn Damage (Melee): +16 lightning When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 16 light Changes stats: +3 Wil Changes resistances: +12% lightning Grants telepathy: Dragon Critical mult.: +10.00% Equilibrium when hit: +0.20 Sharp, short and deadly. |
![]() manaburning dwarven-steel dagger of massacre (27-35.1 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn Sharp, short and deadly. |
![]() quick dwarven-steel dagger of nature (19-24.7 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 111% When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +3 Dex Changes resistances: +6% all Changes resistances penetration: +8% nature Sharp, short and deadly. |
![]() slime-covered dwarven-steel dagger of massacre (26-33.8 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 26.0 - 33.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Slows global speed by 12% Sharp, short and deadly. |
![]() slime-covered iron dagger of erosion (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% Damage (Melee): +7 temporal / +7 nature Sharp, short and deadly. |
![]() stralite dagger 'Poluwyn' (37-48.1 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +12 Physical crit. chance: +8.0% Changes resistances: +6% blight / +3% lightning Critical mult.: +20.00% Poison immunity: +5% Disease immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
![]() stralite dagger of amnesia (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Sharp, short and deadly. |
![]() stralite dagger of crippling (27-35.1 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +11.0% Sharp, short and deadly. |
![]() thunderous dwarven-steel dagger of crippling (15.5-20.15 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 19% chance to daze at end of turn On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Changes stats: +3 Str / +3 Dex / +3 Mag / +1 Wil / +3 Cun / +3 Con Changes resistances penetration: +8% lightning Sharp, short and deadly. |
![]() thunderous dwarven-steel dagger of the leech (18.5-24.05 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 12% chance to daze at end of turn * Slows global speed by 9% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 12 nature slow Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +9% lightning Sharp, short and deadly. |
![]() thunderous stralite dagger of massacre (42.5-55.25 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 42.5 - 55.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 24% chance to daze at end of turn When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances penetration: +11% lightning Sharp, short and deadly. |
![]() thunderous stralite dagger of projection (27-35.1 power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 24% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +11% lightning Sharp, short and deadly. |
![]() thunderous voratun dagger of erosion (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 27% chance to daze at end of turn Damage (Melee): +16 nature / +15 temporal When wielded/worn: Changes stats: +4 Str / +3 Dex / +4 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances penetration: +12% lightning Sharp, short and deadly. |
![]() truestriking dwarven-steel dagger of torment (16-20.8 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +9% physical / +9% mind / +9% darkness Sharp, short and deadly. |
![]() truestriking iron dagger of evisceration (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes resistances penetration: +6% physical Sharp, short and deadly. |
![]() truestriking steel dagger of crippling (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical crit. chance: +8.0% Changes resistances penetration: +8% physical Sharp, short and deadly. |
![]() truestriking stralite dagger of purging (32-41.6 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 32.0 - 41.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +14 nature When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Changes resistances penetration: +8% physical Sharp, short and deadly. |
![]() truestriking stralite dagger of ruin (29-37.7 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +22 Physical crit. chance: +11.0% Changes resistances penetration: +11% physical Critical mult.: +15.00% Sharp, short and deadly. |
![]() truestriking voratun dagger of dampening (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Changes resistances: +12% acid / +14% fire / +14% lightning / +14% cold Changes resistances penetration: +10% physical Spell save: +12 (+1 eff.) Sharp, short and deadly. |
![]() truestriking voratun dagger of the leech (39-50.7 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 13% * leeches stamina from the target When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Damage when hit (Melee): 16 nature slow Changes resistances penetration: +12% physical Sharp, short and deadly. |
![]() voratun dagger 'Radhikan' (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 28% chance to corrode armour by 30% Damage (Melee): +15 nature / +16 temporal Burst (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Damage when hit (Melee): 12 blight Changes stats: +6 Str / +2 Wil / +4 Con Changes resistances penetration: +12% acid / +12% physical Life regen: +2.00 Hate when firing a critical mind attack: +2.00 Mindpower: +6 (+1 eff.) Sharp, short and deadly. |
![]() voratun dagger of crippling (37-48.1 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Sharp, short and deadly. |
![]() warbringer's dwarven-steel dagger of massacre (23.5-30.55 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +7% physical Disarm immunity: +20% Sharp, short and deadly. |
![]() warbringer's dwarven-steel dagger of persecution (18.5-24.05 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage against: +16% Unnatural When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Wil / +4 Con Changes resistances penetration: +9% physical Disarm immunity: +17% Sharp, short and deadly. |
![]() warbringer's steel dagger of shearing (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +8 Physical power: +8 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +16% physical Changes damage: +8% physical Disarm immunity: +15% Sharp, short and deadly. |
![]() warbringer's voratun dagger of evisceration (38-49.4 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +24 (+5 eff.) Changes stats: +6 Con Changes resistances penetration: +11% physical Disarm immunity: +26% Sharp, short and deadly. |
![]() warbringer's voratun dagger of nature (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Con Changes resistances: +8% all Changes resistances penetration: +12% nature / +8% physical Disarm immunity: +26% Sharp, short and deadly. |
![]() Bethoma (85.5-128.25 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 85.5 - 128.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +28 darkness Damage against: +28% Living When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +1 Cun / +4 Wil Changes resistances: +14% all Changes resistances penetration: +21% nature / +15% blight Reduces incoming crit damage: 15.00% Psi when hit: +0.20 Maximum hate: +4.00 Massive two-handed mauls. |
![]() Daypulverizer (55-82.5 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 30 arcane resource burn Burst (radius 1) on hit: +12 light Damage against: +35% Unnatural When wielded/worn: Effects on melee hit: * 40% chance to blind Changes stats: +9 Wil Changes resistances: +20% temporal / +6% arcane / +18% light Changes resistances penetration: +10% light Changes damage: +9% light Massive two-handed mauls. |
![]() Halerach (91.5-137.25 power, 4 apr) 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: 91.5 - 137.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing * cripple the target Damage Shield penetration (this weapon only): +50% When wielded/worn: Armour penetration: +1 Physical crit. chance: +44.0% Physical power: +12 (+3 eff.) Changes stats: +4 Cun Changes resistances: +1% physical Changes damage: +9% physical Life regen: +0.20 Massive two-handed mauls. |
![]() balanced stralite greatmaul of persecution (56.5-84.75 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage against: +23% Unnatural When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +17 (+4 eff.) Changes stats: +9 Wil Disarm immunity: +62% Massive two-handed mauls. |
![]() blazebringer's steel greatmaul of massacre (39.5-59.25 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 39.5 - 59.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Burst (radius 2) on crit: +14 fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +4% Massive two-handed mauls. |
![]() inquisitor's stralite greatmaul of nature (54.5-81.75 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 31 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes resistances: +13% all Changes resistances penetration: +19% nature Massive two-handed mauls. |
![]() insidious dwarven-steel greatmaul of phasing (40.5-60.75 power, 16 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +56% Damage (Melee): +55 insidious poison Massive two-handed mauls. |
![]() steel greatmaul 'Arcworm' (28-42 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +16 lightning Burst (radius 2) on crit: +12 lightning When wielded/worn: Effects on melee hit: * 40% chance to blind * 40% chance to daze at end of turn Changes resistances: +22% acid / +9% light / +16% fire / +16% cold / +16% lightning Changes resistances penetration: +25% lightning Changes damage: +27% acid Spell save: +13 (+1 eff.) Massive two-handed mauls. |
![]() steel greatmaul 'Stormtickler' (25.5-38.25 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.5 - 38.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 19% chance to daze at end of turn Burst (radius 1) on hit: +20 lightning / +16 fire Burst (radius 2) on crit: +16 light When wielded/worn: Effects on melee hit: * 40% chance to blind Changes stats: +3 Str / +5 Dex / +5 Mag / +5 Wil / +3 Cun / +5 Con Changes resistances penetration: +24% lightning / +10% fire Changes damage: +12% lightning Massive two-handed mauls. |
![]() steel greatmaul of disruption (30.5-45.75 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +21% Unnatural Massive two-handed mauls. |
![]() truestriking dwarven-steel greatmaul of torment (41-61.5 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +16 Changes resistances penetration: +16% physical / +14% mind / +16% darkness Massive two-handed mauls. |
![]() Betolaith the Dourgasher (35.5-56.8 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +16.0% Changes stats: +5 Dex / +2 Mag Changes resistances: +6% darkness / +6% fire Grants telepathy: Dragon Spell save: +40 (+4 eff.) Mental save: +12 (+1 eff.) Hate when firing a critical mind attack: +5.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Massive two-handed swords. |
![]() Borosk's Hate (60-96 power, 22 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() Delugund the Cloudburst (63-100.8 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 44 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * burns latent spell energy Damage (Melee): +21 nature Burst (radius 1) on hit: +4 mind When wielded/worn: Changes resistances: +19% acid / +33% cold / +6% mind / +24% fire / +12% nature / +33% lightning Spell save: +41 (+4 eff.) Massive two-handed swords. |
![]() Ragyhell the Noonwoe (13-20.8 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 52% * 53% chance to blind Damage (Melee): +20 nature Burst (radius 1) on hit: +12 light When wielded/worn: Effects on melee hit: * 40% chance to blind Changes resistances: +24% nature Changes resistances penetration: +15% nature Changes damage: +15% light Light radius: +2 Massive two-handed swords. |
![]() Swamparc (48.5-77.6 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +24 darkness Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +12 nature Damage against: +24% Living When wielded/worn: Fatigue: -8% Changes stats: +9 Cun Changes resistances: +9% light Changes resistances penetration: +20% darkness Massive two-handed swords. |
![]() Torchcutter the stralite greatsword (48-76.8 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage (Melee): +12 acid Burst (radius 1) on hit: +20 fire Burst (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +19.0% Physical power: +19 (+4 eff.) Effects on melee hit: * 40% chance to corrode armour by 30% Changes resistances: +24% acid Changes resistances penetration: +10% acid / +15% fire Psi when hit: +0.12 Mindpower: +12 (+2 eff.) Massive two-handed swords. |
![]() Veleredawen the Eclipsewell (49-78.4 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 53% chance to inflict 15% damage reduction Damage (Melee): +21 temporal / +24 nature When wielded/worn: Effects on melee hit: * 26 arcane resource burn Changes stats: +8 Dex / +9 Con Changes resistances: +15% darkness / +18% cold Changes damage: +18% fire Massive two-handed swords. |
![]() Venomflash the steel greatsword (37-59.2 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 53% chance to corrode armour by 30% Damage (Melee): +8 mind Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +12 mind When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +6% mind Changes resistances penetration: +10% nature Changes damage: +6% mind / +9% acid Massive two-handed swords. |
![]() arcing dwarven-steel greatsword of projection (38.5-61.6 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning Massive two-handed swords. |
![]() blazebringer's iron greatsword of nature (14.5-23.2 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +10 fire When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +10% nature / +9% fire Global speed: +3% Massive two-handed swords. |
![]() blazebringer's steel greatsword of nature (23.5-37.6 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +14 fire When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +12% nature / +13% fire Global speed: +4% Massive two-handed swords. |
![]() caustic iron greatsword of crippling (16-25.6 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 14% chance to corrode armour by 30% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Changes resistances penetration: +10% acid Life regen: +1.26 Massive two-handed swords. |
![]() caustic voratun greatsword of ruin (65-104 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 48% chance to corrode armour by 30% When wielded/worn: Armour penetration: +16 Physical crit. chance: +20.0% Changes resistances penetration: +20% acid Critical mult.: +28.00% Life regen: +4.00 Massive two-handed swords. |
![]() dwarven-steel greatsword of nature (36-57.6 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +16% nature Massive two-handed swords. |
![]() elemental iron greatsword of nature (13.5-21.6 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.5 - 21.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +13% acid / +13% lightning / +13% fire / +10% nature / +13% cold Massive two-handed swords. |
![]() elemental stralite greatsword of the mystic (46-73.6 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes stats: +7 Mag / +9 Wil Changes resistances penetration: +19% acid / +19% fire / +21% lightning / +21% cold Spellpower: +19 (+2 eff.) Massive two-handed swords. |
![]() flaming stralite greatsword of vileness (47-75.2 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 35% chance to disease Damage (Melee): +35 blight Burst (radius 1) on hit: +24 fire Massive two-handed swords. |
![]() glacial steel greatsword of crippling (26-41.6 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +21 ice When wielded/worn: Physical crit. chance: +13.0% Armour: +13 Changes resistances penetration: +13% cold Massive two-handed swords. |
![]() glacial stralite greatsword of shearing (51.5-82.4 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +35 ice When wielded/worn: Armour penetration: +19 Armour: +19 Changes resistances penetration: +12% physical / +19% cold Changes damage: +17% physical Massive two-handed swords. |
![]() hateful voratun greatsword of rage (62.5-100 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +26 darkness Damage against: +28% Living When wielded/worn: Accuracy: +21 (+4 eff.) Changes stats: +10 Str Changes damage: +21% physical Stamina when hit: +4.00 Massive two-handed swords. |
![]() inquisitor's voratun greatsword of evisceration (61.5-98.4 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 19 arcane resource burn On weapon crit: * burns latent spell energy * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+5 eff.) Massive two-handed swords. |
![]() insidious dwarven-steel greatsword of ruin (34-54.4 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +56 insidious poison When wielded/worn: Armour penetration: +14 Physical crit. chance: +16.0% Critical mult.: +23.00% Massive two-handed swords. |
![]() iron greatsword 'Brightbliss' (28-44.8 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 30 arcane resource burn Damage (Melee): +24 fire When wielded/worn: Changes stats: +5 Str Changes resistances: +6% blight / +6% darkness / +6% nature / +15% light Grants telepathy: Demon/Minor Demon/Major Spell save: +21 (+2 eff.) Light radius: +4 Massive two-handed swords. |
![]() manaburning voratun greatsword of dampening (63-100.8 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 34 arcane resource burn When wielded/worn: Changes resistances: +24% acid / +20% fire / +20% lightning / +24% cold Spell save: +20 (+2 eff.) Massive two-handed swords. |
![]() manaburning voratun greatsword of disruption (63-100.8 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35 arcane resource burn * disrupts spell-casting Damage against: +42% Unnatural Massive two-handed swords. |
![]() plaguebringer's steel greatsword of corruption (26.5-42.4 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 13% chance to inflict 15% damage reduction * 16% chance to disease * 20% chance to curse the target Damage (Melee): +16 blight When wielded/worn: Disease immunity: +28% Massive two-handed swords. |
![]() quick dwarven-steel greatsword of massacre (47.5-76 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 111% When wielded/worn: Accuracy: +16 (+3 eff.) Changes stats: +7 Dex Massive two-handed swords. |
![]() quick steel greatsword of rage (22-35.2 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +26 (+5 eff.) Changes stats: +6 Str / +6 Dex Changes damage: +13% physical Stamina when hit: +2.00 Massive two-handed swords. |
![]() quick steel greatsword of the leech (23-36.8 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * Slows global speed by 16% * leeches stamina from the target When wielded/worn: Accuracy: +13 (+3 eff.) Damage when hit (Melee): 14 nature slow Changes stats: +6 Dex Massive two-handed swords. |
![]() quick stralite greatsword of persecution (45.5-72.8 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 45.5 - 72.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 111% Damage against: +28% Unnatural When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +9 Dex / +9 Wil Massive two-handed swords. |
![]() quick voratun greatsword of massacre (78.5-125.6 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.5 - 125.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +21 (+4 eff.) Changes stats: +10 Dex Massive two-handed swords. |
![]() quick voratun greatsword of persecution (64-102.4 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% Damage against: +42% Unnatural When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +10 Dex / +9 Wil Massive two-handed swords. |
![]() slime-covered iron greatsword of massacre (26.5-42.4 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 12% Massive two-handed swords. |
![]() stralite greatsword 'Beteba' (50-80 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 41% chance to daze at end of turn Damage (Melee): +20 mind When wielded/worn: Armour: +20 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +15% blight / +12% temporal Changes resistances penetration: +19% lightning Changes damage: +12% mind Reduces incoming crit damage: 15.00% Blindness immunity: +15% Stun/Freeze immunity: +15% Massive two-handed swords. |
![]() stralite greatsword 'Starveil' (49-78.4 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Mind Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 53% chance to blind Damage (Melee): +23 darkness Burst (radius 2) on crit: +16 light Damage against: +24% Living When wielded/worn: Changes resistances: +15% acid / +30% cold / +9% darkness Changes resistances penetration: +33% light / +20% mind Light radius: +4 Massive two-handed swords. |
![]() thunderous dwarven-steel greatsword of massacre (51.5-82.4 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 33% chance to daze at end of turn When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +16% lightning Massive two-handed swords. |
![]() thunderous iron greatsword of massacre (27-43.2 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 16% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +10% lightning Massive two-handed swords. |
![]() thunderous steel greatsword of massacre (37.5-60 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 23% chance to daze at end of turn When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +13% lightning Massive two-handed swords. |
![]() thunderous steel greatsword of ruin (23.5-37.6 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 24% chance to daze at end of turn When wielded/worn: Armour penetration: +13 Physical crit. chance: +12.0% Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +13% lightning Critical mult.: +20.00% Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword (37-59.2 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +14 Changes resistances penetration: +16% physical Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of shearing (36-57.6 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +28 Changes resistances penetration: +32% physical Changes damage: +16% physical Massive two-handed swords. |
![]() truestriking stralite greatsword (52-83.2 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 52.0 - 83.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +19 Changes resistances penetration: +16% physical Massive two-handed swords. |
![]() truestriking stralite greatsword of crippling (49-78.4 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +19 Physical crit. chance: +19.0% Changes resistances penetration: +19% physical Massive two-handed swords. |
![]() truestriking stralite greatsword of erosion (48.5-77.6 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 nature / +17 temporal When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +19 Changes resistances penetration: +17% physical Massive two-handed swords. |
![]() truestriking stralite greatsword of projection (48.5-77.6 power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +19 Changes resistances penetration: +19% physical Massive two-handed swords. |
![]() truestriking voratun greatsword of purging (64.5-103.2 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +28 nature When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +21 Changes resistances penetration: +19% physical Massive two-handed swords. |
![]() Branisus Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 53% chance to corrode armour by 30% Travel speed: +200% When wielded/worn: Physical power: +23 (+5 eff.) Changes stats: +11 Str / +11 Mag / +1 Cun Changes resistances penetration: +5% mind Changes damage: +20% arcane Grants telepathy: Humanoid/Orc Spellpower: +23 (+2 eff.) Mental crit. chance: +2% Longbows are used to shoot arrows at your foes. |
![]() Bregydutar Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Burst (radius 1) on hit: +4 temporal When wielded/worn: Physical power: +21 (+5 eff.) Ammo reloads per turn: +8 Changes stats: +11 Str / +20 Mag / +2 Cun Changes resistances: +3% mind Changes resistances penetration: +14% temporal / +10% mind / +21% physical Changes damage: +21% arcane / +23% physical / +3% mind / +14% temporal Talent mastery: +0.30 Chronomancy / Bow Threading Equilibrium when hit: +0.04 Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Spellpower: +23 (+2 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
![]() Smearrace the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +2 nature / +2 arcane Burst (radius 2) on crit: +2 arcane / +2 temporal When wielded/worn: Accuracy: +46 (+9 eff.) Physical crit. chance: +34.0% Changes resistances: +6% temporal Changes resistances penetration: +21% physical / +10% arcane / +23% temporal Changes damage: +33% physical / +33% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
![]() ash longbow of true flight Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +14.0% Longbows are used to shoot arrows at your foes. |
![]() elven-wood longbow 'Branathel' Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 53% chance to corrode armour by 30% Burst (radius 2) on crit: +6 physical When wielded/worn: Physical crit. chance: +3.0% Physical power: +20 (+4 eff.) Changes stats: +9 Str / +6 Dex Changes resistances: +9% acid Changes damage: +6% acid Maximum encumbrance: +30 Stamina each turn: +0.40 Maximum life: +30.00 Longbows are used to shoot arrows at your foes. |
![]() elven-wood longbow 'Tempestblast' Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 53% chance to daze at end of turn * 40% chance to corrode armour by 30% Burst (radius 1) on hit: +10 acid When wielded/worn: Changes stats: +9 Dex Changes resistances: +18% acid / +18% fire Changes resistances penetration: +10% lightning / +15% fire Changes damage: +12% acid Longbows are used to shoot arrows at your foes. |
![]() mighty yew longbow of acid Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +21 acid When wielded/worn: Physical power: +17 (+4 eff.) Changes stats: +8 Str Changes damage: +24% acid Longbows are used to shoot arrows at your foes. |
![]() runic elm longbow Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +5 Mag Changes damage: +11% arcane Spellpower: +11 (+1 eff.) Longbows are used to shoot arrows at your foes. |
![]() yew longbow 'Daystoker' Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +6 light When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +5.0% Changes resistances: +9% mind / +6% light Changes resistances penetration: +10% light / +10% fire Changes damage: +12% light / +9% fire Light radius: +4 Longbows are used to shoot arrows at your foes. |
![]() Blade of Distorted Time (40-56 power, 10 apr) Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 10474814821.76 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() Cinderhunger the voratun longsword (58.5-81.9 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 58.5 - 81.9 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +17 fire When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +13 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 4 fire Changes resistances: +3% blight / +6% arcane Changes resistances penetration: +15% physical / +15% fire Changes damage: +6% fire Spell save: +6 (+0 eff.) Poison immunity: +15% Global speed: +6% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, long, and deadly. |
![]() Darkrot (41.5-58.1 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 temporal / +20 nature / +4 darkness Burst (radius 2) on crit: +24 ice / +17 fire / +12 darkness When wielded/worn: Armour: +15 Effects on melee hit: * Slows global speed by 15% * 10 arcane resource burn * 15% chance to inflict 15% damage reduction Changes resistances: +9% blight / +3% fire Changes resistances penetration: +15% cold / +14% fire Spell save: +6 (+0 eff.) Global speed: +6% Sharp, long, and deadly. |
![]() Duskglory (34.5-48.3 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Light Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +8 darkness When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +2 Wil Changes resistances: +12% light / +7% all Changes resistances penetration: +11% nature Changes damage: +9% darkness / +9% mind Mental save: +6 (+0 eff.) Equilibrium when hit: +0.12 Heals friendly targets nearby when you use a nature summon: +20 Sharp, long, and deadly. |
![]() Galerot the dwarven-steel longsword (34-47.6 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 53% chance to cause random gloom When wielded/worn: Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 24 mind Changes stats: +3 Str / +6 Dex / +4 Wil / +3 Cun Reduces incoming crit damage: 20.00% Sharp, long, and deadly. |
![]() Runelen the iron longsword (18.5-25.9 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +12 physical When wielded/worn: Physical power: +6 (+2 eff.) Changes resistances: +24% light / +2% physical Spell save: +40 (+4 eff.) Silence immunity: +10% Maximum stamina: +30.00 Maximum psi: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
![]() Samulerath the Duathelstrider (31.5-44.1 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 darkness When wielded/worn: Effects on melee hit: * 40% chance to inflict 15% damage reduction Changes stats: +3 Dex / +4 Mag / +2 Cun Changes resistances: +6% cold / +18% temporal Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Blindness immunity: +20% Poison immunity: +20% Sharp, long, and deadly. |
![]() Splendourwing the stralite longsword (58-81.2 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +40 insidious poison When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 8 light Changes stats: +3 Str Changes resistances: +5% physical Reduces incoming crit damage: 20.00% Life regen: +0.80 Sharp, long, and deadly. |
![]() Zubanne the Stormrage (30-42 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 19 arcane resource burn * 53% chance to cause random gloom Damage (Melee): +16 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Str / +8 Wil / +4 Cun / +3 Con Changes resistances: +18% lightning Sharp, long, and deadly. |
![]() caustic stralite longsword of shearing (33.5-46.9 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 29% chance to corrode armour by 30% When wielded/worn: Armour penetration: +13 Changes resistances penetration: +13% acid / +13% physical Changes damage: +13% physical Life regen: +2.10 Sharp, long, and deadly. |
![]() dwarven-steel longsword of shearing (25-35 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +11 Changes resistances penetration: +9% physical Changes damage: +8% physical Sharp, long, and deadly. |
![]() elemental dwarven-steel longsword of rage (24-33.6 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +5 Str Changes resistances penetration: +13% acid / +13% fire / +13% lightning / +12% cold Changes damage: +11% physical Stamina when hit: +1.70 Sharp, long, and deadly. |
![]() glacial voratun longsword of massacre (58.5-81.9 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 58.5 - 81.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +28 ice When wielded/worn: Armour: +14 Changes resistances penetration: +15% cold Sharp, long, and deadly. |
![]() insidious steel longsword of torment (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +28 insidious poison When wielded/worn: Changes resistances penetration: +7% mind / +9% darkness Sharp, long, and deadly. |
![]() iron longsword 'Brandtaint' (17.5-24.5 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 mind When wielded/worn: Damage when hit (Melee): 12 mind / 8 fire Changes stats: +5 Wil Changes resistances: +12% mind / +6% arcane Changes resistances penetration: +25% mind / +10% fire Changes damage: +9% fire Psi when hit: +0.20 Sharp, long, and deadly. |
![]() plaguebringer's steel longsword of projection (16.5-23.1 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 10% chance to disease * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +9 blight When wielded/worn: Disease immunity: +20% Sharp, long, and deadly. |
![]() quick steel longsword (15-21 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +4 Dex Sharp, long, and deadly. |
![]() quick stralite longsword (30.5-42.7 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 111% When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +5 Dex Sharp, long, and deadly. |
![]() steel longsword 'Crackleglory' (16-22.4 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 53% chance to daze at end of turn When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Con Changes resistances: +6% darkness / +21% cold Changes resistances penetration: +9% physical Changes damage: +15% mind Cut immunity: +15% Disarm immunity: +19% Knockback immunity: +15% Teleport immunity: +15% Only die when reaching: -60.00 life Maximum psi: +40.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +5% Sharp, long, and deadly. |
![]() stralite longsword 'Nimbusnaught' (35-49 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 111% On weapon hit: * 53% chance to daze at end of turn When wielded/worn: Accuracy: +13 (+3 eff.) Effects on melee hit: * 40% chance to daze at end of turn Changes stats: +5 Dex Changes resistances: +15% acid Changes damage: +24% acid Mental save: +30 (+3 eff.) Psi when hit: +0.20 Maximum psi: +30.00 Mindpower: +10 (+2 eff.) Sharp, long, and deadly. |
![]() thought-forged iron longsword of amnesia (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 15% chance to cause random gloom * 25% chance to put talents on cooldown Damage (Melee): +9 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Sharp, long, and deadly. |
![]() truestriking dwarven-steel longsword of the leech (23.5-32.9 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 14% * leeches stamina from the target When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +9 Damage when hit (Melee): 10 nature slow Changes resistances penetration: +11% physical Sharp, long, and deadly. |
![]() truestriking iron longsword (10.5-14.7 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Sharp, long, and deadly. |
![]() truestriking iron longsword of projection (10.5-14.7 power, 2 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Sharp, long, and deadly. |
![]() truestriking stralite longsword (32-44.8 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical Sharp, long, and deadly. |
![]() truestriking stralite longsword of corruption (34-47.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 15% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +12 Changes resistances penetration: +11% physical Sharp, long, and deadly. |
![]() truestriking stralite longsword of purging (30.5-42.7 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +17 nature When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +11 Changes resistances penetration: +8% physical Sharp, long, and deadly. |
![]() truestriking voratun longsword of ruin (43-60.2 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +30 Physical crit. chance: +15.0% Changes resistances penetration: +15% physical Critical mult.: +16.00% Sharp, long, and deadly. |
![]() voratun longsword 'Elyba' (43-60.2 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Burst (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +14.0% Physical power: +15 (+3 eff.) Changes stats: +7 Str Changes resistances: +23% acid / +3% light / +15% fire / +15% cold / +13% lightning Changes damage: +9% acid / +15% physical Physical save: +12 (+2 eff.) Spell save: +25 (+3 eff.) Stun/Freeze immunity: +5% Stamina when hit: +2.50 Maximum psi: +10.00 Sharp, long, and deadly. |
![]() Arthidedas (28.5-39.9 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +10 nature / +12 temporal When wielded/worn: Fatigue: -20% Changes stats: +4 Dex / +6 Mag / +5 Wil Infravision radius: +4 See invisible: +32 Blunt and deadly. |
![]() Dimrot the dwarven-steel mace (38.5-53.9 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 26 arcane resource burn * 40% chance to inflict 15% damage reduction Changes stats: +3 Cun / +8 Mag Changes resistances: +12% fire / +6% arcane / +12% nature Reduces incoming crit damage: 20.00% See invisible: +9 Blunt and deadly. |
![]() Forestkiss the steel mace (16-22.4 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Nature Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Armour penetration: +3 Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 12 nature Changes stats: +3 Str Changes resistances: +9% darkness / +9% temporal Reduces incoming crit damage: 20.00% Physical save: +9 (+1 eff.) Disarm immunity: +20% Knockback immunity: +15% Maximum stamina: +40.00 Blunt and deadly. |
![]() Glirikira the stralite mace (36-50.4 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +17 nature / +17 temporal When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +4 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Changes stats: +10 Dex Changes damage: +9% acid Critical mult.: +12.00% Mental save: +36 (+4 eff.) Maximum hate: +10.00 Healing mod.: +25% Blunt and deadly. |
![]() Gloryriada (25.5-35.7 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 nature When wielded/worn: Physical crit. chance: +9.0% Armour: +8 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Changes resistances penetration: +20% mind Changes damage: +15% mind Maximum stamina: +50.00 Blunt and deadly. |
![]() balanced dwarven-steel mace of paradox (28.5-39.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +14 temporal When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +11 (+3 eff.) Damage when hit (Melee): 14 temporal Changes resistances: +14% temporal Disarm immunity: +38% Blunt and deadly. |
![]() chilling dwarven-steel mace of projection (27.5-38.5 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +20 cold Blunt and deadly. |
![]() dwarven-steel mace of nature (26.5-37.1 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +10% nature Blunt and deadly. |
![]() plaguebringer's stralite mace of corruption (36-50.4 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 17% chance to inflict 15% damage reduction * 15% chance to disease * 20% chance to curse the target Damage (Melee): +17 blight When wielded/worn: Disease immunity: +30% Blunt and deadly. |
![]() Aeryranne the Magmakiller (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +12 fire When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +36% lightning / +6% temporal / +12% darkness / +6% blight / +9% cold Changes damage: +18% fire Spell save: +6 (+0 eff.) Mindpower: +14 (+3 eff.) Mental crit. chance: +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. |
![]() Airsin the living mindstar (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 lightning Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Armour: +10 Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 ice Changes resistances: +3% temporal / +20% cold Changes resistances penetration: +20% cold Changes damage: +16% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Mental save: +6 (+0 eff.) Disease immunity: +20% Stun/Freeze immunity: +15% Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +60 It can be used to inflict 18000000354.60 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 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. |
![]() Coalkiss the vined mindstar (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +32 fire When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 6 mind / 22 darkness Changes stats: +2 Cun / +5 Con Changes resistances: +6% fire Changes damage: +6% mind / +6% darkness Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Infravision 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. |
![]() Durychik the Shimmervile (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 10 lightning / 10 physical / 10 cold / 8 acid / 10 fire Changes stats: +3 Dex / +7 Cun / +2 Con Changes resistances: +13% lightning / +10% physical / +10% blight / +9% fire / +9% cold / +10% acid Changes damage: +10% nature Critical mult.: +21.00% Disease immunity: +25% Only die when reaching: -40.00 life Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +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. |
![]() Gloravea (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 mind / 40 fire Changes stats: +8 Cun Changes resistances: +40% fire Changes resistances penetration: +15% mind / +34% fire Changes damage: +28% fire Critical mult.: +25.00% Cut immunity: +15% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +2 Global speed: +11% 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. |
![]() Grinoreblek the thorny mindstar (8-8.8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn Burst (radius 1) on hit: +8 mind When wielded/worn: Armour: +10 Changes resistances: +12% fire Changes damage: +7% acid Blindness immunity: +10% Cut immunity: +30% Knockback immunity: +20% Equilibrium when hit: +1.70 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 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. |
![]() Lavanight the pulsing mindstar (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 mind / 9 darkness Changes stats: +10 Dex / +6 Mag / +4 Cun Changes resistances penetration: +15% mind / +25% fire Changes damage: +15% fire / +9% mind / +6% darkness Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Infravision 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. |
![]() Layoravea the Nimbusfurnace (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 darkness / +20 lightning Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +8 lightning When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +8% darkness / +27% acid Changes resistances penetration: +15% acid / +15% fire / +20% darkness Changes damage: +11% darkness Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +16% Mindpower: +4 (+1 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. |
![]() Thermal Focus (14-15.4 power, 32 apr, fire damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
![]() Xanywen the living mindstar (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This natural lightning should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight When wielded/worn: Damage when hit (Melee): 19 lightning / 20 fire Changes stats: +4 Str / +4 Dex / +4 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances: +14% lightning / +35% fire / +6% acid Changes resistances penetration: +17% lightning / +20% fire Changes damage: +18% lightning / +17% fire Mental save: +10 (+1 eff.) Blindness immunity: +20% Poison immunity: +20% Pinning immunity: +10% Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% 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. |
![]() absorbing mossy mindstar of the jelly (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% lightning / +9% fire / +8% cold Changes damage: +4% acid Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Equilibrium when hit: +0.90 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() absorbing pulsing mindstar of storms (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. This natural lightning should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances: +38% lightning / +17% fire / +19% cold Changes resistances penetration: +17% lightning Changes damage: +17% lightning Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Mindpower: +8 (+2 eff.) Mental crit. chance: +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. |
![]() absorbing thorny mindstar (9.5-10.45 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +17% lightning / +17% fire / +16% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Mindpower: +6 (+1 eff.) Mental crit. chance: +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. |
![]() caller's mossy mindstar of flames (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural mindstar calls for a summoner. This natural fire should be returned to the wyrm. Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +6% fire Changes resistances penetration: +4% acid / +12% fire / +4% cold / +4% physical Changes damage: +7% acid / +14% fire / +7% cold / +7% physical Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Global speed: +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. |
![]() caller's thorny mindstar of frost (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural mindstar calls for a summoner. This natural frost should be returned to the wyrm. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 10 ice Changes resistances: +13% cold Changes resistances penetration: +7% acid / +21% cold / +7% physical / +7% fire Changes damage: +11% acid / +25% cold / +10% physical / +11% fire Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Life regen bonus (wilder-summons): +0.00 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. |
![]() caller's vined mindstar of life (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural mindstar calls for a summoner. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +6% acid / +5% fire / +6% cold / +6% physical Changes damage: +9% acid / +9% fire / +7% cold / +9% physical Life regen: +1.00 Maximum life: +21.00 Mindpower: +4 (+1 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. |
![]() creative thorny mindstar of life (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Critical mult.: +17.00% Life regen: +1.40 Maximum life: +34.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +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. |
![]() dreamer's vined mindstar of venom (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural venom should be returned to the wyrm. This psionic mindstar dreams of an epiphany. Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 acid Changes resistances: +11% acid / +12% mind Changes resistances penetration: +10% acid Changes damage: +10% acid Mental save: +5 (+0 eff.) Life regen: +1.00 Maximum psi: +26.00 Mindpower: +4 (+1 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. |
![]() epiphanous pulsing mindstar of frost (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural frost should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Damage when hit (Melee): 17 ice Changes resistances: +13% cold Changes resistances penetration: +17% cold Changes damage: +18% mind / +17% cold Mindpower: +13 (+3 eff.) Mental crit. chance: +9% 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. |
![]() epiphanous pulsing mindstar of frost (12-13.2 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural frost should be returned to the wyrm. Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Damage when hit (Melee): 14 ice Changes resistances: +17% cold Changes resistances penetration: +17% cold Changes damage: +14% mind / +17% cold Mindpower: +13 (+3 eff.) Mental crit. chance: +9% 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. |
![]() epiphanous thorny mindstar of balance (8-8.8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +16% mind Physical save: +6 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+0 eff.) Equilibrium when hit: +1.70 Psi when firing a critical mind attack: +0.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +7% 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. |
![]() epiphanous thorny mindstar of the jelly (9.5-10.45 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +17% mind / +7% acid Equilibrium when hit: +1.70 Mindpower: +10 (+2 eff.) Mental crit. chance: +7% 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. |
![]() gifted living mindstar of balance (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical save: +9 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +10 (+1 eff.) Equilibrium when hit: +2.50 Mindpower: +22 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted living mindstar of storms (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +3 Con Changes resistances: +20% lightning Changes resistances penetration: +20% lightning Changes damage: +17% lightning Mindpower: +16 (+3 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. |
![]() harmonious pulsing mindstar of frost (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This natural frost should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Damage when hit (Melee): 17 ice Changes resistances: +9% nature / +11% cold Changes resistances penetration: +9% nature / +17% cold Changes damage: +9% nature / +17% cold Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +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. |
![]() harmonious thorny mindstar of sand (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 physical Changes resistances: +7% nature / +14% physical Changes resistances penetration: +7% nature / +14% physical Changes damage: +7% nature / +14% physical Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +1.70 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 24 of target armor and 12% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
![]() harmonious vined mindstar (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +4% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +1.30 Mindpower: +4 (+1 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. |
![]() harmonious vined mindstar of frost (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural frost should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 11 ice Changes resistances: +6% nature / +10% cold Changes resistances penetration: +4% nature / +10% cold Changes damage: +5% nature / +10% cold Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +1.30 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Life regen bonus (wilder-summons): +0.00 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. |
![]() hateful living mindstar of flames (17.5-19.25 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This psionic mindstar hates not to be wrathful. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +20% fire Changes resistances penetration: +20% fire / +15% mind / +15% darkness Changes damage: +20% fire / +17% mind / +19% darkness Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hateful pulsing mindstar of flames (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural fire should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 fire Changes resistances: +12% fire Changes resistances penetration: +17% fire / +13% mind / +13% darkness Changes damage: +17% fire / +21% mind / +21% darkness Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +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. |
![]() hateful pulsing mindstar of flames (14-15.4 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. This psionic mindstar hates not to be wrathful. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 fire Changes resistances: +17% fire Changes resistances penetration: +17% fire / +13% mind / +13% darkness Changes damage: +17% fire / +16% mind / +21% darkness Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +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. |
![]() hateful pulsing mindstar of frost (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural frost should be returned to the wyrm. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Damage when hit (Melee): 17 ice Changes resistances: +17% cold Changes resistances penetration: +17% cold / +13% mind / +13% darkness Changes damage: +17% cold / +15% mind / +21% darkness Mindpower: +8 (+2 eff.) Mental crit. chance: +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. |
![]() hateful pulsing mindstar of storms (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural lightning should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +17% lightning Changes resistances penetration: +14% lightning / +13% mind / +13% darkness Changes damage: +14% lightning / +17% mind / +21% darkness Mindpower: +8 (+2 eff.) Mental crit. chance: +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. |
![]() hateful thorny mindstar (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +8% mind / +11% darkness Changes damage: +17% mind / +17% darkness Mindpower: +6 (+1 eff.) Mental crit. chance: +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. |
![]() hateful thorny mindstar of balance (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +11% mind / +11% darkness Changes damage: +17% mind / +17% darkness Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+0 eff.) Equilibrium when hit: +1.70 Mindpower: +6 (+1 eff.) Mental crit. chance: +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. |
![]() hateful thorny mindstar of persecution (9.5-10.45 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +20% Unnatural When wielded/worn: Changes resistances penetration: +11% mind / +11% darkness Changes damage: +13% mind / +17% darkness Mindpower: +6 (+1 eff.) Mental crit. chance: +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. |
![]() horrifying living mindstar of life (17.5-19.25 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 mind / 10 darkness Changes damage: +9% mind / +10% darkness Life regen: +2.00 Maximum life: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying living mindstar of persecution (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +30% Unnatural When wielded/worn: Damage when hit (Melee): 10 mind / 10 darkness Changes damage: +10% mind / +10% darkness Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying pulsing mindstar of flames (14-15.4 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 fire / 9 mind / 8 darkness Changes resistances: +11% fire Changes resistances penetration: +17% fire Changes damage: +17% fire / +9% mind / +5% darkness Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +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. |
![]() horrifying pulsing mindstar of persecution (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +25% Unnatural When wielded/worn: Damage when hit (Melee): 9 mind / 8 darkness Changes damage: +9% mind / +9% darkness Mindpower: +8 (+2 eff.) Mental crit. chance: +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. |
![]() horrifying vined mindstar of balance (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 6 darkness Changes damage: +5% mind / +6% darkness Physical save: +5 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Equilibrium when hit: +1.30 Mindpower: +4 (+1 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. |
![]() hungering mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% It can be used to inflict 10760000211.97 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 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. |
![]() hungering pulsing mindstar of flames (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 fire Changes resistances: +17% fire Changes resistances penetration: +17% fire Changes damage: +17% fire Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% It can be used to inflict 16140000317.96 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 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. |
![]() hungering thorny mindstar (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +4.00 Psi per kill: +3.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% It can be used to inflict 14280000281.32 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 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. |
![]() hungering thorny mindstar of venom (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 acid Changes resistances: +10% acid Changes resistances penetration: +13% acid Changes damage: +13% acid Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Life regen: +1.40 Hate per kill: +4.00 Psi per kill: +3.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% It can be used to inflict 14380000283.29 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 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. |
![]() hungering vined mindstar (4-4.4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +2.00 Psi per kill: +3.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to inflict 12620000248.61 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 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. |
![]() inquisitor's mossy mindstar of storms (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +7% lightning Changes resistances penetration: +8% lightning Changes damage: +4% arcane / +8% lightning Spell save: +4 (+0 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() inquisitor's vined mindstar (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes damage: +5% arcane Spell save: +6 (+0 eff.) Mindpower: +4 (+1 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. |
![]() living mindstar 'Gevea' (17.5-19.25 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. This natural fire should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 16 arcane / 19 fire Changes stats: +4 Cun / +6 Wil Changes resistances: +16% fire / +13% nature / +10% physical Changes resistances penetration: +19% fire / +10% nature / +10% physical Changes damage: +20% fire / +10% nature / +10% physical Talent mastery: +0.20 Wild-gift / Harmony Physical save: +6 (+1 eff.) Spell save: +30 (+3 eff.) Blindness immunity: +20% Equilibrium when hit: +2.40 Only die when reaching: -20.00 life Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% Life regen bonus (wilder-summons): +0.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar 'Murkprophet' (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 light When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 8 darkness Changes resistances: +12% nature Changes resistances penetration: +26% darkness / +5% nature / +28% mind Changes damage: +46% mind / +58% darkness Life regen: +1.50 Maximum life: +40.00 Mindpower: +10 (+2 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. |
![]() living mindstar 'Sootresolve' (17.5-19.25 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction Damage (Melee): +8 arcane / +8 darkness Burst (radius 1) on hit: +16 darkness When wielded/worn: Armour: +10 Damage when hit (Melee): 19 ice Changes stats: +5 Wil Changes resistances: +20% cold Changes resistances penetration: +15% darkness / +20% cold Changes damage: +20% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Mana each turn: +0.08 Hate per kill: +4.00 Psi per kill: +4.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +5% It can be used to inflict 18000000354.60 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of frost (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice Changes resistances: +16% cold Changes resistances penetration: +18% cold Changes damage: +20% cold Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() manaburning living mindstar of frost (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21 arcane resource burn When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice Changes resistances: +10% arcane / +20% cold Changes resistances penetration: +16% cold Changes damage: +13% cold Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() manaburning mossy mindstar of the jelly (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn When wielded/worn: Changes resistances: +4% arcane Changes damage: +4% acid Equilibrium when hit: +0.90 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() mitotic pulsing mindstar of storms (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +14.5% Attack speed: 100% On weapon hit: * Slows global speed by 17% * 15% chance to corrode armour by 30% When wielded/worn: Damage when hit (Melee): 16 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +14% lightning Changes resistances penetration: +17% lightning Changes damage: +17% lightning Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() mossy mindstar 'Sunoblivion' (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural mindstar calls for a summoner. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +28 fire Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +20 fire When wielded/worn: Changes stats: +8 Wil Changes resistances: +9% nature Changes resistances penetration: +4% acid / +4% fire / +4% cold / +4% physical Changes damage: +7% acid / +7% physical / +19% fire / +9% mind / +7% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +66 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. |
![]() mossy mindstar of flames (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 fire Changes resistances: +8% fire Changes resistances penetration: +7% fire Changes damage: +7% fire Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Global speed: +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. |
![]() mossy mindstar of storms (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +8% lightning Changes resistances penetration: +8% lightning Changes damage: +6% lightning Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's living mindstar of frost (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice Changes resistances: +10% blight / +20% cold Changes resistances penetration: +20% cold Changes damage: +10% nature / +20% cold Disease immunity: +19% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's thorny mindstar of sand (9.5-10.45 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 physical Changes resistances: +7% blight / +13% physical Changes resistances penetration: +12% physical Changes damage: +5% nature / +14% physical Disease immunity: +19% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 24 of target armor and 12% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
![]() parasitic thorny mindstar of storms (10-11 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This natural lightning should be returned to the wyrm. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +14% lightning Changes resistances penetration: +14% lightning Changes damage: +14% lightning Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +0.00 Maximum hate: +14.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Life leech chance: +13% Life leech: +17% 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. |
![]() projecting living mindstar of flames (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural fire should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +20% fire Changes resistances penetration: +20% fire Changes damage: +21% lightning / +39% fire / +14% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() projecting pulsing mindstar of balance (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +16% fire / +21% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Physical save: +7 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +9 (+1 eff.) Equilibrium when hit: +2.10 Mindpower: +8 (+2 eff.) Mental crit. chance: +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. |
![]() projecting pulsing mindstar of persecution (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +25% Unnatural When wielded/worn: Changes damage: +21% lightning / +21% fire / +21% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Mindpower: +8 (+2 eff.) Mental crit. chance: +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. |
![]() projecting vined mindstar of frost (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural frost should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 11 ice Changes resistances: +8% cold Changes resistances penetration: +10% cold Changes damage: +13% lightning / +13% fire / +24% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Mindpower: +4 (+1 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. |
![]() projecting vined mindstar of frost (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural frost should be returned to the wyrm. Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 10 ice Changes resistances: +11% cold Changes resistances penetration: +9% cold Changes damage: +13% lightning / +13% fire / +21% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Mindpower: +4 (+1 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. |
![]() pulsing mindstar of venom (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 acid Changes resistances: +12% acid Changes resistances penetration: +17% acid Changes damage: +17% acid Life regen: +1.70 Mindpower: +8 (+2 eff.) Mental crit. chance: +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. |
![]() purifying thorny mindstar of the jelly (9.5-10.45 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * 12 arcane resource burn Changes resistances: +7% arcane Changes resistances penetration: +7% arcane Changes damage: +7% arcane / +6% acid Equilibrium when hit: +1.50 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 66%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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. |
![]() resonating mossy mindstar of storms (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This mindstar will resonate with other psionic mindstars. This natural lightning should be returned to the wyrm. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +4% mind / +6% lightning Changes resistances penetration: +4% mind / +8% lightning Changes damage: +4% mind / +8% lightning Psi when hit: +0.80 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Damage Resonance (when hit): +9% 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. |
![]() resonating pulsing mindstar of persecution (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +25% Unnatural When wielded/worn: Changes resistances: +9% mind Changes resistances penetration: +9% mind Changes damage: +8% mind Psi when hit: +1.70 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +21% 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. |
![]() resonating thorny mindstar of sand (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 physical Changes resistances: +7% mind / +10% physical Changes resistances penetration: +7% mind / +13% physical Changes damage: +7% mind / +14% physical Psi when hit: +1.70 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Damage Resonance (when hit): +17% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 24 of target armor and 12% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
![]() resonating vined mindstar (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +5% mind Changes resistances penetration: +6% mind Changes damage: +6% mind Psi when hit: +1.30 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Damage Resonance (when hit): +13% 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. |
![]() summoner's mossy mindstar of flames (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural fire should be returned to the wyrm. This natural mindstar summons a caller. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +7% fire Changes resistances penetration: +8% fire Changes damage: +8% fire Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Global speed: +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. |
![]() summoner's thorny mindstar of frost (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural mindstar summons a caller. This natural frost should be returned to the wyrm. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 14 ice Changes resistances: +13% cold Changes resistances penetration: +14% cold Changes damage: +14% cold Mindpower: +14 (+3 eff.) Mental crit. chance: +7% 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. |
![]() summoner's thorny mindstar of storms (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural mindstar summons a caller. This natural lightning should be returned to the wyrm. Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +14% lightning Changes resistances penetration: +13% lightning Changes damage: +12% lightning Mindpower: +14 (+3 eff.) Mental crit. chance: +7% 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. |
![]() summoner's vined mindstar of venom (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural venom should be returned to the wyrm. This natural mindstar summons a caller. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances: +9% acid Changes resistances penetration: +10% acid Changes damage: +11% acid Life regen: +1.10 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() thorny mindstar of frost (9.5-10.45 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 13 ice Changes resistances: +14% cold Changes resistances penetration: +13% cold Changes damage: +14% cold Mindpower: +6 (+1 eff.) Mental crit. chance: +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. |
![]() thorny mindstar of frost (7-7.7 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 7.0 - 7.7 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 13 ice Changes resistances: +14% cold Changes resistances penetration: +14% cold Changes damage: +14% cold Mindpower: +6 (+1 eff.) Mental crit. chance: +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. |
![]() thorny mindstar of venom (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 acid Changes resistances: +14% acid Changes resistances penetration: +14% acid Changes damage: +14% acid Life regen: +1.40 Mindpower: +6 (+1 eff.) Mental crit. chance: +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. |
![]() vined mindstar of flames (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +10% fire Changes resistances penetration: +11% fire Changes damage: +9% fire Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Global speed: +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. |
![]() vined mindstar of frost (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 11 ice Changes resistances: +11% cold Changes resistances penetration: +11% cold Changes damage: +9% cold Mindpower: +4 (+1 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. |
![]() vined mindstar of persecution (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +11% Unnatural When wielded/worn: Mindpower: +4 (+1 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. |
![]() vined mindstar of storms (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances: +11% lightning Changes resistances penetration: +11% lightning Changes damage: +11% lightning Mindpower: +4 (+1 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. |
![]() wrathful mossy mindstar of storms (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This psionic mindstar is wrathful to the hated. This natural lightning should be returned to the wyrm. Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +8% lightning Changes resistances penetration: +8% lightning Changes damage: +7% lightning Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Mindpower: +2 (+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. |
![]() wyrm's living mindstar of flames (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 lightning / 10 physical / 10 cold / 10 acid / 30 fire Changes resistances: +8% lightning / +10% physical / +24% fire / +10% cold / +10% acid Changes resistances penetration: +19% fire Changes damage: +20% fire Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() wyrm's living mindstar of sand (15.5-17.05 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. The natural wyrm seeks an element. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 lightning / 27 physical / 10 fire / 9 acid / 9 cold Changes resistances: +9% lightning / +29% physical / +10% cold / +10% fire / +10% acid Changes resistances penetration: +20% physical Changes damage: +17% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 24 of target armor and 12% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
![]() wyrm's pulsing mindstar of persecution (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +18% Unnatural When wielded/worn: Damage when hit (Melee): 7 lightning / 9 physical / 9 cold / 9 acid / 8 fire Changes resistances: +9% lightning / +9% physical / +9% fire / +9% cold / +7% acid Mindpower: +8 (+2 eff.) Mental crit. chance: +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. |
![]() Duskgore Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * 53% chance to inflict 15% damage reduction When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +5.0% Changes resistances: +6% lightning / +12% fire / +9% nature / +6% temporal Changes resistances penetration: +33% mind Changes damage: +12% mind / +15% darkness Slings are used to hurl stones or metal shots at your foes. |
![]() Mardydas the Tempestnail Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to cause random gloom Damage (Ranged): +16 fire Burst (radius 1) on hit: +2 lightning / +2 mind Burst (radius 2) on crit: +4 lightning / +4 mind When wielded/worn: Changes resistances: +12% mind / +3% lightning Changes resistances penetration: +5% blight Changes damage: +22% fire / +40% physical Talents cooldown: Fragmentation Shot (-4 turns) Pin Down (-2 turns) Slings are used to hurl stones or metal shots at your foes. |
![]() cured leather sling 'Bleakravage' Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * 53% chance to inflict 15% damage reduction When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Str / +2 Dex / +3 Wil / +5 Con Changes resistances: +15% mind Changes resistances penetration: +15% mind / +10% darkness Infravision radius: +4 See invisible: +9 Slings are used to hurl stones or metal shots at your foes. |
![]() drakeskin leather sling 'Shimmercrypt' Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to daze at end of turn Damage (Ranged): +33 nature Burst (radius 1) on hit: +2 lightning When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +12.0% Changes stats: +1 Dex / +3 Wil Changes resistances: +3% light / +10% all Changes resistances penetration: +10% lightning / +15% nature / +5% blight Changes damage: +3% light / +21% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Infravision radius: +1 Slings are used to hurl stones or metal shots at your foes. |
![]() mighty reinforced leather sling of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Changes stats: +6 Str Slings are used to hurl stones or metal shots at your foes. |
![]() penetrating reinforced leather sling of nature Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +29 nature When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +12% nature / +17% physical Damage Shield penetration: +50% Slings are used to hurl stones or metal shots at your foes. |
![]() reinforced leather sling 'Smolderwreck' Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Burst (radius 1) on hit: +4 fire When wielded/worn: Changes stats: +5 Con Changes resistances: +9% lightning / +6% cold / +12% blight / +18% fire / +6% arcane / +9% nature Changes resistances penetration: +30% fire Changes damage: +21% fire Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 156 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() swiftstrike hardened leather sling of true flight Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +9 Travel speed: +200% When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +11.0% Slings are used to hurl stones or metal shots at your foes. |
![]() throat-seeking rough leather sling of nature Requires: - Dexterity 11 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 On weapon crit: * silences the target Damage (Ranged): +19 nature When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +14% nature Slings are used to hurl stones or metal shots at your foes. |
![]() Armeduhor the Hellmistress (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 lightning / +8 fire Burst (radius 1) on hit: +12 lightning When wielded/worn: Physical crit. chance: +13.0% Defense: +20 (+5 eff.) Damage (Melee): 8 % chance of confusion Damage when hit (Melee): 12 arcane / 12 fire Changes resistances: +5% arcane Changes damage: +25% darkness / +3% fire Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +19 (+2 eff.) Spell crit. chance: +17% Damage Shield penetration: +42% Staves designed for wielders of magic, by the greats of the art. |
![]() Barakalthotar (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +10.0% Physical power: +14 (+3 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to blind Changes resistances penetration: +15% acid Changes damage: +30% darkness / +6% acid Talent granted: +1 Command Staff Critical mult.: +24.00% Spell save: +9 (+1 eff.) Mana each turn: +0.08 Hate when firing a critical mind attack: +5.00 Spellpower: +29 (+2 eff.) Spell crit. chance: +13% Light radius: +5 It can be used to project a bolt elemental energy from the staff (to range 10) dealing 6315713429.47 to 7578856115.36 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Bregaromikalthoyon the Kindletouch (30-36 power, 6 apr, acid element) 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 stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 fire Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to blind * 10% chance to disease Changes stats: +6 Mag / +6 Wil / +6 Con Changes resistances: +6% light / +15% blight Changes damage: +30% acid Talent granted: +1 Command Staff Life regen: +1.80 Maximum mana: +110.00 Spellpower: +36 (+4 eff.) Spell crit. chance: +5% Light radius: +4 Healing mod.: +27% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 7675594086.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Chalyharasta the Firetickler (40-48 power, 7 apr, cold element) 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: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +4 physical When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +2.0% Changes stats: +10 Mag / +9 Cun / +11 Con Changes resistances: +1% physical Changes resistances penetration: +20% cold / +15% fire Changes damage: +40% cold Talent granted: +1 Command Staff Critical mult.: +30.00% Vim when firing critical spell: +8.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum stamina: +20.00 Maximum vim: +50.00 Maximum neg.energy: +50.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Corruptionream (15-18 power, 3 apr, fire element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +16 nature When wielded/worn: Armour penetration: +3 Armour: +14 Defense: +9 (+2 eff.) Effects on melee hit: * 40% chance to inflict 15% damage reduction * Slows global speed by 40% * 9% chance to blind Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Maximum stamina: +25.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 7675594086.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Cracklenoon the yew magestaff (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +12 lightning When wielded/worn: Physical crit. chance: +11.0% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Changes resistances: +12% lightning / +18% fire / +9% nature / +20% mind Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +16.00% Silence immunity: +15% Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
![]() Dazzleusher the dragonbone vilestaff (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 light Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +4 acid / +16 light When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +4 Mag / +6 Wil Changes resistances penetration: +15% light Changes damage: +36% acid / +6% light / +12% darkness Talent granted: +1 Command Staff Mana each turn: +0.38 Vim when firing critical spell: +5.00 Maximum mana: +179.00 Maximum vim: +40.00 Spellpower: +27 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Deludelen (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 1) on hit: +16 acid When wielded/worn: Physical crit. chance: +16.0% Defense: +8 (+2 eff.) Effects on melee hit: * 10% chance to blind Damage (Melee): 20 arcane Changes damage: +25% blight / +6% acid Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum mana: +77.00 Spellpower: +19 (+2 eff.) Spell crit. chance: +4% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 7675594086.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Eilinera the Duskschism (25-30 power, 5 apr, cold element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +12 darkness When wielded/worn: Physical crit. chance: +13.0% Changes stats: +3 Dex / +5 Con Changes resistances: +9% temporal / +24% cold / +9% nature / +26% darkness Changes damage: +9% darkness / +25% cold Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Growthmaster the yew magestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +24 nature When wielded/worn: Defense: +11 (+3 eff.) Effects on melee hit: * 14% chance to blind Changes stats: +2 Cun Changes resistances: +9% nature Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Mental save: +6 (+0 eff.) Maximum psi: +40.00 Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Mental crit. chance: +6% Light radius: +4 Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 5699555590.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Gugund the ash magestaff (15-18 power, 3 apr, cold element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Armour: +6 Changes stats: +3 Cun Changes resistances: +9% nature Changes damage: +15% cold Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +6 (+1 eff.) Spell save: +36 (+4 eff.) Cut immunity: +25% Silence immunity: +20% Stun/Freeze immunity: +20% Hate when firing a critical mind attack: +4.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() Haronik the Glimmerrend (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 light When wielded/worn: Physical crit. chance: +12.0% Armour: +4 Changes resistances: +15% temporal Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Spell save: +36 (+4 eff.) Blindness immunity: +5% Disease immunity: +10% Cut immunity: +10% Disarm immunity: +5% Spellpower: +34 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Hellmaster (20-24 power, 6 apr, arcane element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Burst (radius 2) on crit: +16 physical When wielded/worn: Physical crit. chance: +7.0% Armour: +6 Changes stats: +4 Mag Changes resistances penetration: +20% fire Changes damage: +10% arcane Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +12.00% Reduces incoming crit damage: 20.00% Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Layutira the Lightreaper (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 2) on crit: +8 physical When wielded/worn: Physical crit. chance: +6.0% Defense: +11 (+3 eff.) Effects on melee hit: * 20 arcane resource burn * 13% chance to blind Changes stats: +2 Con Changes damage: +20% darkness / +6% physical Talent granted: +1 Command Staff Spell save: +52 (+6 eff.) Life regen: +0.80 Stamina each turn: +1.20 Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 7675594086.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Manokalthoromindur the Brightvein (30-36 power, 6 apr, darkness element) 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 stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +10.0% Physical power: +14 (+3 eff.) Effects on melee hit: * 40% chance to blind * 40% chance to corrode armour by 30% Changes stats: +2 Dex / +1 Mag Changes resistances: +18% acid / +15% darkness Changes damage: +30% darkness / +6% acid Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +25 (+2 eff.) Spell crit. chance: +23% Staves designed for wielders of magic, by the greats of the art. |
![]() Mardagas (20-24 power, 8 apr, acid element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Physical crit. chance: +11.0% Physical power: +8 (+2 eff.) Armour: +12 Damage when hit (Melee): 16 physical Changes stats: +6 Con / +5 Mag Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +15.00% Physical save: +40 (+5 eff.) Maximum life: +50.00 Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Healing mod.: +20% Staves designed for wielders of magic, by the greats of the art. |
![]() Noromilen the Blastbrand (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 53% chance to daze at end of turn Burst (radius 1) on hit: +8 lightning When wielded/worn: Changes stats: +7 Wil / +4 Con Changes resistances: +15% fire Changes damage: +10% lightning Talent granted: +1 Command Staff Critical mult.: +25.00% Mental save: +20 (+2 eff.) Life regen: +0.80 Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +3.00 Spellpower: +8 (+0 eff.) Spell crit. chance: +1% Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +30 Staves designed for wielders of magic, by the greats of the art. |
![]() Phlegmwisp the ash magestaff (15-18 power, 3 apr, fire element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 53% * 40% chance to daze at end of turn When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * Slows global speed by 40% Changes resistances: +12% nature / +9% lightning Changes damage: +45% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() Splendourweeper the elm vilestaff (10-12 power, 2 apr, fire element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to blind * 53% chance to corrode armour by 30% Damage (Melee): +53 light Burst (radius 1) on hit: +12 light When wielded/worn: Changes resistances: +15% light / +9% acid Changes resistances penetration: +10% light / +15% fire Changes damage: +16% fire Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Staff of Destruction (20-24 power, 4 apr, fire element) 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 stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc 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 (+1 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. |
![]() Strikerain the dragonbone starstaff (32-38.4 power, 6 apr, light element) 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: 32.0 - 38.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 lightning When wielded/worn: Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +3 Wil / +14 Con Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +6.00% Physical save: +9 (+1 eff.) Life regen: +4.00 Psi when hit: +0.12 Spellpower: +34 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +3% Light radius: +5 Healing mod.: +53% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 5699555590.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() ash magestaff 'Gina' (15-18 power, 3 apr, cold element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +18% light / +9% fire / +6% arcane / +12% mind Changes damage: +12% mind / +15% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Mental save: +55 (+6 eff.) Cut immunity: +20% Teleport immunity: +20% Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() blighted elm magestaff (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 8% chance to disease Changes damage: +10% fire Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +16.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() bloodlich's yew vilestaff (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +7 Cun / +6 Con Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +20.00% Vim when firing critical spell: +6.00 Maximum vim: +37.00 Maximum neg.energy: +38.00 Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() elm magestaff 'Flashstreak' (10-12 power, 2 apr, cold element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Damage (Melee): +12 physical When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +4 Physical power: +6 (+2 eff.) Defense: +16 (+4 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 8% chance to blind Changes stats: +8 Con Changes damage: +9% physical / +10% cold / +9% fire Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 5699555590.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() elm vilestaff 'Pitchbait' (10-12 power, 2 apr, fire element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 53 arcane resource burn Burst (radius 1) on hit: +12 darkness When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 20 arcane resource burn * 8% chance to blind Changes stats: +2 Cun Changes resistances: +24% blight / +9% temporal Changes damage: +6% mind / +10% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 7675594086.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood magestaff 'Ce'Nibeth' (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -8% Changes stats: +1 Dex / +16 Con Changes resistances: +9% cold Changes damage: +25% lightning Grants telepathy: All Talent granted: +1 Command Staff Physical save: +33 (+4 eff.) Disarm immunity: +5% Teleport immunity: +10% Life regen: +1.70 Spellpower: +21 (+2 eff.) Spell crit. chance: +4% Healing mod.: +23% Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood magestaff 'Ravenstreak' (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 physical When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +12 Defense: +13 (+3 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +6 Con Changes resistances: +9% darkness / +2% physical Changes damage: +25% arcane Talent granted: +1 Command Staff Physical save: +9 (+1 eff.) Maximum stamina: +10.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 5699555590.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal elm vilestaff of might (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +13 (+3 eff.) Damage (Melee): 6 % chance of confusion Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +7 (+0 eff.) Spell crit. chance: +7% Damage Shield penetration: +18% Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal elven-wood vilestaff of projection (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +22 (+6 eff.) Damage (Melee): 10 % chance of confusion Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +23 (+2 eff.) Spell crit. chance: +8% Damage Shield penetration: +42% It can be used to project a bolt elemental energy from the staff (to range 9) dealing 5953301977.39 to 7143962372.87 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elven-wood vilestaff of might (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 29 fire Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +35.00% Spellpower: +21 (+2 eff.) Spell crit. chance: +17% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
![]() infernal yew magestaff of warding (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +7 (+2 eff.) Damage (Melee): 27 fire Maximum wards: +2 cold Changes damage: +20% cold Talents granted: +4 Ward +1 Command Staff Critical mult.: +29.00% Spellpower: +17 (+2 eff.) Spell crit. chance: +3% See invisible: +14 Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding yew magestaff of invocation (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Con Changes damage: +20% arcane Talent granted: +1 Command Staff Life regen: +1.40 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +25 (+2 eff.) Spell crit. chance: +3% Healing mod.: +19% It can be used to conjure elemental energy in a radius 6 cone, dealing 5553423660.96 to 6664108393.15 arcane damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's ash starstaff of breaching (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 27 arcane Changes resistances penetration: +8% light Changes damage: +15% light Talent granted: +1 Command Staff Maximum mana: +60.00 Spellpower: +13 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's elven-wood starstaff of might (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 36 arcane Changes damage: +25% light Talent granted: +1 Command Staff Maximum mana: +67.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's elven-wood vilestaff of wizardry (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 36 arcane Changes stats: +5 Mag / +5 Wil Changes damage: +25% fire Talent granted: +1 Command Staff Maximum mana: +190.00 Spellpower: +31 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's yew vilestaff of wizardry (20-24 power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 31 arcane Changes stats: +4 Mag / +4 Wil Changes damage: +20% acid Talent granted: +1 Command Staff Maximum mana: +124.00 Spellpower: +25 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short ash vilestaff of greater warding (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Armour: +8 Defense: +9 (+2 eff.) Maximum wards: +3 blight Changes damage: +15% blight Talents granted: +3 Ward +1 Command Staff Critical mult.: +10.00% Spellpower: +13 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering yew magestaff of fate (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Physical save: +10 (+2 eff.) Spell save: +11 (+1 eff.) Mental save: +11 (+1 eff.) Mana each turn: +0.28 Maximum mana: +52.00 Spellpower: +9 (+0 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() short yew starstaff of channeling (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Mana each turn: +0.28 Spellpower: +23 (+2 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's elven-wood magestaff (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +13% darkness / +13% temporal Changes damage: +25% arcane Talent granted: +1 Command Staff Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Defense after a teleport: +29 Resist all after a teleport: +20% New effects duration reduction after a teleport: +34% Reduces paradox anomalies(equivalent to willpower): +22 Staves designed for wielders of magic, by the greats of the art. |
![]() yew magestaff 'Jetqueller' (20-24 power, 6 apr, cold element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +20 mind When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +13.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 mind Changes stats: +2 Str / +2 Con Changes resistances: +12% darkness Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() yew starstaff 'Arytira' (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +24 mind When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 13% chance to blind Damage when hit (Melee): 12 mind Changes resistances: +12% acid / +15% darkness / +12% blight Changes damage: +20% temporal Talent granted: +1 Command Staff Physical save: +12 (+2 eff.) Mental save: +30 (+3 eff.) Teleport immunity: +25% Only die when reaching: -80.00 life Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 7675594086.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() yew starstaff 'Prismpiety' (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +22 (+6 eff.) Ranged Defense: +12 (+3 eff.) Effects on melee hit: * 14% chance to blind Damage when hit (Melee): 16 light Changes stats: +6 Str / +3 Mag Changes damage: +20% darkness / +15% light Talent granted: +1 Command Staff Confusion immunity: +15% Stun/Freeze immunity: +30% Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Light radius: +7 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 7675594086.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() yew vilestaff 'Boltlash' (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 53% chance to cause random gloom Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +16 mind When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * 40% chance to corrode armour by 30% Changes resistances: +18% mind / +15% acid Changes damage: +12% lightning / +20% darkness / +9% mind Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() yew vilestaff of wizardry (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes damage: +20% fire Talent granted: +1 Command Staff Maximum mana: +70.00 Spellpower: +16 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() caustic steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +11 acid blind Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Changes resistances penetration: +9% acid Life regen: +1.10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() glacial steel steamgun of power Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +11 ice Attacks use: 2.0 Steam When wielded/worn: Armour: +9 Changes resistances penetration: +14% physical / +9% cold Changes damage: +13% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() glacial stralite steamgun of dampening Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +17 ice Attacks use: 2.0 Steam When wielded/worn: Armour: +12 Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes resistances penetration: +13% cold Spell save: +13 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() glacial stralite steamgun of nature Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +29 nature / +17 ice Attacks use: 2.0 Steam When wielded/worn: Armour: +9 Changes resistances: +6% all Changes resistances penetration: +13% nature / +13% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() gunslinger's dwarven-steel steamgun of cunning (+6) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +6 Cun Changes resistances penetration: +14% physical Changes damage: +16% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() iron steamgun of nature Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +11 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +3% all Changes resistances penetration: +7% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() iron steamgun of nature Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +11 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +7% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() iron steamgun of true shot Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +7.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mage-hunter's dwarven-steel steamgun of true shot Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +7.0% Damage (Ranged): 17 manaburn arcane Changes stats: +5 Wil Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +11 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mage-hunter's iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 9 manaburn arcane Changes stats: +3 Wil Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +6 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mage-hunter's iron steamgun of nature Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Damage (Ranged): +11 nature Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 9 manaburn arcane Changes stats: +3 Wil Changes resistances: +4% all Changes resistances penetration: +7% nature Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +7 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mage-hunter's stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +12.0% Damage (Ranged): 21 manaburn arcane Changes stats: +6 Wil Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +13 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Changes stats: +3 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() psychic's dwarven-steel steamgun of nature Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +14 mind / +23 nature Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +7% all Changes resistances penetration: +11% nature Changes damage: +15% mind Mindpower: +11 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() psychic's steel steamgun of cunning (+9) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +9 mind Attacks use: 2.0 Steam When wielded/worn: Changes stats: +9 Cun / +3 Wil Changes resistances penetration: +16% physical Changes damage: +14% mind Mindpower: +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() psychic's steel steamgun of nature Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +14 nature / +11 mind Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% all Changes resistances penetration: +9% nature Changes damage: +14% mind Mindpower: +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() psychic's steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +11 mind Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Changes stats: +3 Cun / +2 Wil Changes damage: +14% mind Mindpower: +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() psychic's steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +11 mind Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Changes stats: +4 Cun / +3 Wil Changes damage: +14% mind Mindpower: +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() psychic's stralite steamgun of nature Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +20 nature / +17 mind Attacks use: 2.0 Steam When wielded/worn: Changes stats: +6 Cun / +4 Wil Changes resistances: +9% all Changes resistances penetration: +11% nature Changes damage: +19% mind Mindpower: +13 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() ranger's dwarven-steel steamgun of nature Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +20 nature Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Dex Changes resistances: +6% all Changes resistances penetration: +11% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() strafer's stralite steamgun of power Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Changes resistances penetration: +20% physical Changes damage: +16% physical Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() stralite steamgun of nature Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +29 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +11% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +13.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() swiftstrike dwarven-steel steamgun of nature Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 111% Firing range: +8 Travel speed: +800% Damage (Ranged): +23 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +11% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() throat-seeking stralite steamgun Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +21 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +10% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() throat-seeking stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +21 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +13.0% Changes resistances penetration: +13% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() throat-seeking stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +21 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +13.0% Changes resistances penetration: +13% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() thunderous dwarven-steel steamgun of power Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +14 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +10% lightning / +17% physical Changes damage: +17% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() thunderous iron steamgun of nature Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +11 nature / +8 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +4% all Changes resistances penetration: +7% nature / +7% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() acidic dwarven-steel steamsaw of disruption (22-33 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 22.0 - 33.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +52 On weapon hit: * disrupts spell-casting Damage against: +19% Unnatural Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 8 acid Damage when hit (Melee): 24 acid Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() blazebringer's iron steamsaw of earthen fury (11-16.5 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 11.0 - 16.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +13 Burst (radius 2) on crit: +8 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +9 Armour Hardiness: +6% Defense: +2 (+1 eff.) Fatigue: +4% Changes resistances: +12% physical Changes resistances penetration: +7% fire Talent granted: +1 Block Global speed: +2% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() dwarven-steel steamsaw of shearing (23.5-35.25 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 23.5 - 35.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +48 Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +11 Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances penetration: +11% physical Changes damage: +11% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() dwarven-steel steamsaw of the leech (20-30 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 20.0 - 30.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +45 On weapon hit: * Slows global speed by 12% * leeches stamina from the target Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 9 nature slow Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() flaming steel steamsaw of fire resistance (+21%) (12-18 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 12.0 - 18.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +20 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 7 fire Damage when hit (Melee): 14 fire Changes resistances: +21% fire Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() glacial iron steamsaw of ruin (10.5-15.75 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.5 - 15.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +14 Burst (radius 2) on crit: +10 ice Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Armour: +9 Defense: +2 (+1 eff.) Fatigue: +4% Changes resistances penetration: +7% cold Talent granted: +1 Block Critical mult.: +12.00% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() impervious steel steamsaw of evisceration (13-19.5 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.0 - 19.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +19 On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Armour: +11 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Con Talent granted: +1 Block Physical save: +9 (+1 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() impervious voratun steamsaw of crippling (41-61.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +96 On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +15.0% Armour: +16 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +7 Con Talent granted: +3 Block Physical save: +15 (+2 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() inquisitor's stralite steamsaw of shearing (31.5-47.25 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 31.5 - 47.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +74 On weapon hit: * 22 arcane resource burn On weapon crit: * burns latent spell energy Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +13 Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes resistances penetration: +13% physical Changes damage: +13% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() living dwarven-steel steamsaw of crushing (24-36 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 24.0 - 36.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 15 nature Changes resistances: +16% nature / +16% blight Talent granted: +2 Block Maximum life: +79.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() living steel steamsaw of ruin (13-19.5 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.0 - 19.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +20 Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +7 Physical crit. chance: +8.0% Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 14 nature Changes resistances: +14% nature / +14% blight Talent granted: +1 Block Critical mult.: +12.00% Maximum life: +68.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() living voratun steamsaw (39.5-59.25 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +98 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 20 nature Changes resistances: +17% nature / +20% blight Talent granted: +3 Block Maximum life: +83.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() quick steel steamsaw of evisceration (14.5-21.75 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.5 - 21.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 111% Block value: +24 On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Attacks use: 1.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +3 Dex Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() quick steel steamsaw of resistance (12-18 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 12.0 - 18.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 111% Block value: +20 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +4 Dex Changes resistances: +7% acid / +9% fire / +9% lightning / +9% cold Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() quick stralite steamsaw of projection (30-45 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 30.0 - 45.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 111% Block value: +62 On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Attacks use: 1.0 Steam When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Dex Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() scouring dwarven-steel steamsaw (21-31.5 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 21.0 - 31.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 24% chance to reduce effective powers by 20% * 27 arcane resource burn Changes stats: +6 Con Changes resistances: +13% acid / +14% nature Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() scouring voratun steamsaw of rage (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +112 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 35% chance to reduce effective powers by 20% * 35 arcane resource burn Changes stats: +7 Str / +7 Con Changes resistances: +20% acid / +15% nature Changes damage: +14% physical Talent granted: +3 Block Stamina when hit: +2.50 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() thought-forged dwarven-steel steamsaw of nature (19.5-29.25 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 19.5 - 29.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +42 On weapon hit: * 25% chance to cause random gloom Damage (Melee): +17 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +5 Cun / +4 Wil Changes resistances: +5% all Changes resistances penetration: +10% nature Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() thunderous voratun steamsaw of projection (38-57 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 38.0 - 57.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +102 On weapon hit: * 35% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +13% lightning Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() thunderous voratun steamsaw of rage (38-57 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 38.0 - 57.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +98 On weapon hit: * 35% chance to daze at end of turn Attacks use: 1.0 Steam When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +10 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +15% lightning Changes damage: +15% physical Talent granted: +3 Block Stamina when hit: +1.10 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() truestriking voratun steamsaw of earthen fury (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +100 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +15 Armour: +18 Armour Hardiness: +9% Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +19% physical Changes resistances penetration: +15% physical Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() truestriking voratun steamsaw of resistance (39-58.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +103 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +15 Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +13% acid / +13% fire / +13% lightning / +11% cold Changes resistances penetration: +14% physical Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() truestriking voratun steamsaw of torment (41-61.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +99 On weapon hit: * 20% chance to torment the target Attacks use: 1.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +15 Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances penetration: +15% physical / +15% mind / +13% darkness Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() warbringer's voratun steamsaw of projection (38.5-57.75 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 38.5 - 57.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +94 On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Attacks use: 1.0 Steam When wielded/worn: Physical power: +15 (+3 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +6 Con Changes resistances penetration: +15% physical Talent granted: +3 Block Disarm immunity: +23% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() wintry voratun steamsaw of nature (39-58.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +93 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 19 ice Changes stats: +6 Wil Changes resistances: +9% all / +17% cold Changes resistances penetration: +15% nature Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() wintry voratun steamsaw of shearing (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +108 Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +15 Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 17 ice Changes stats: +6 Wil Changes resistances: +20% cold Changes resistances penetration: +14% physical Changes damage: +15% physical Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Belalratta the Heatvagrant (41-57.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 53% chance to corrode armour by 30% * 20% chance to torment the target Burst (radius 1) on hit: +20 fire When wielded/worn: Armour: +8 Changes resistances: +6% acid / +6% darkness / +6% arcane / +10% all Changes resistances penetration: +10% acid / +13% mind / +13% darkness / +13% nature Changes damage: +3% fire Physical save: +9 (+1 eff.) Knockback immunity: +10% One-handed war axes. |
![]() Blazedash the voratun waraxe (38.5-53.9 power, 6 apr) 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 stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction On weapon crit: * cripple the target Damage (Melee): +12 nature Burst (radius 1) on hit: +19 fire When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +15 Physical crit. chance: +14.0% Changes resistances: +3% nature / +3% darkness Changes resistances penetration: +15% physical Changes damage: +36% light Light radius: +2 One-handed war axes. |
![]() Chargeburst (15-21 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 53% chance to daze at end of turn Damage (Melee): +16 lightning When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to blind Damage when hit (Melee): 16 fire Changes damage: +9% lightning / +27% fire / +12% light Disarm immunity: +30% One-handed war axes. |
![]() Dagolerek (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 53% Damage (Melee): +7 temporal / +8 nature When wielded/worn: Armour: +4 Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% mind / +6% physical Spell save: +6 (+0 eff.) Blindness immunity: +10% Pinning immunity: +30% One-handed war axes. |
![]() Emesewyn (18.5-25.9 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +66% When wielded/worn: Armour penetration: +17 Physical power: +8 (+2 eff.) Changes resistances: +6% darkness / +9% cold Changes resistances penetration: +11% physical Changes damage: +10% physical Physical save: +15 (+2 eff.) Spell save: +40 (+4 eff.) Life regen: +1.00 Healing mod.: +35% One-handed war axes. |
![]() Fularig (20.5-28.7 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Armour penetration: +11 Physical crit. chance: +11.0% Changes stats: +3 Dex Changes resistances: +15% blight / +27% cold / +18% acid Critical mult.: +16.00% Spell save: +6 (+0 eff.) Mental save: +18 (+2 eff.) Psi when hit: +0.08 One-handed war axes. |
![]() Glaretickler the voratun waraxe (39.5-55.3 power, 6 apr) 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 stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +23 cold Burst (radius 1) on hit: +17 fire When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 16 mind Changes resistances: +6% light Changes resistances penetration: +10% arcane / +10% mind Changes damage: +24% light / +6% arcane Light radius: +2 One-handed war axes. |
![]() Glimmerqueen the voratun waraxe (40.5-56.7 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to blind * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +20 temporal / +20 nature When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 nature / 4 light Changes resistances: +3% nature / +6% cold / +12% darkness / +3% light Changes resistances penetration: +10% light / +10% nature / +13% mind / +15% darkness Light radius: +4 One-handed war axes. |
![]() Hareyakor (40-56 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +20% Damage (Melee): +19 nature / +20 temporal When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Changes stats: +2 Wil / +2 Mag Changes resistances: +3% acid / +6% temporal / +6% arcane Critical mult.: +20.00% Vim when firing critical spell: +3.00 Only die when reaching: -80.00 life Damage Shield penetration: +10% One-handed war axes. |
![]() Nimbusnigh the stralite waraxe (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 30 arcane resource burn Damage (Melee): +17 darkness Burst (radius 1) on hit: +16 lightning Damage against: +14% Living When wielded/worn: Armour: +14 Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Changes resistances: +6% nature Physical save: +20 (+3 eff.) Mental save: +20 (+2 eff.) Disease immunity: +25% Cut immunity: +5% Stun/Freeze immunity: +15% One-handed war axes. |
![]() Ravenfear the voratun waraxe (40.5-56.7 power, 6 apr) 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 stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion Burst (radius 1) on hit: +4 darkness When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +15 (+3 eff.) Changes stats: +7 Mag / +3 Wil / +7 Con Changes resistances: +5% arcane Changes resistances penetration: +14% acid / +15% physical / +17% fire / +17% cold / +17% lightning Critical mult.: +23.00% Disarm immunity: +35% Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 (+0 eff.) One-handed war axes. |
![]() Shockrupture (11-15.4 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+2 eff.) Changes resistances: +9% cold / +15% darkness / +4% physical Changes resistances penetration: +25% lightning Changes damage: +9% nature / +6% lightning Reduces incoming crit damage: 20.00% Blindness immunity: +15% Silence immunity: +15% Disarm immunity: +25% Stun/Freeze immunity: +45% Only die when reaching: -108.00 life One-handed war axes. |
![]() Tarrudradas the voratun waraxe (41-57.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * Random elemental explosion Damage (Melee): +20 temporal Burst (radius 1) on hit: +4 temporal When wielded/worn: Armour penetration: +15 Armour: +2 Damage when hit (Melee): 20 temporal Changes resistances: +3% blight / +40% temporal Changes resistances penetration: +17% acid / +15% physical / +17% fire / +16% cold / +12% lightning Changes damage: +14% physical Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +5% One-handed war axes. |
![]() Unlightstake (13-18.2 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 insidious poison / +20 darkness When wielded/worn: Armour: +6 Changes resistances: +15% acid Changes damage: +12% darkness / +12% light Physical save: +9 (+1 eff.) Blindness immunity: +15% Poison immunity: +15% Disarm immunity: +30% Knockback immunity: +20% Only die when reaching: -100.00 life One-handed war axes. |
![]() Vorylranor the Rotspike (33.5-46.9 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% On weapon crit: * cripple the target Burst (radius 2) on crit: +8 acid / +8 fire When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * Slows global speed by 40% * 40% chance to corrode armour by 30% Changes resistances: +9% acid / +9% fire / +12% nature Changes resistances penetration: +10% fire Changes damage: +15% nature One-handed war axes. |
![]() Zubatta the voratun waraxe (41-57.4 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 34% chance to corrode armour by 30% * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +20% Burst (radius 1) on hit: +4 physical When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +24 (+6 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances penetration: +13% acid / +15% physical / +10% blight Changes damage: +3% blight Physical save: +6 (+1 eff.) Disarm immunity: +50% Life regen: +2.40 Mana when firing critical spell: +1.00 Infravision radius: +4 One-handed war axes. |
![]() blazebringer's dwarven-steel waraxe of the leech (18.5-25.9 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 14% * leeches stamina from the target Burst (radius 2) on crit: +14 fire When wielded/worn: Damage when hit (Melee): 14 nature slow Changes resistances penetration: +11% fire Global speed: +4% One-handed war axes. |
![]() caustic steel waraxe (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 15% chance to corrode armour by 30% When wielded/worn: Changes resistances penetration: +9% acid Life regen: +1.30 One-handed war axes. |
![]() dwarven-steel waraxe 'Skyquake' (22.5-31.5 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 53% chance to cause random gloom * 53% chance to daze at end of turn Damage (Melee): +40 insidious poison Burst (radius 2) on crit: +16 lightning / +20 mind When wielded/worn: Changes resistances: +12% acid / +21% lightning Changes damage: +27% lightning One-handed war axes. |
![]() elemental dwarven-steel waraxe of crippling (17.5-24.5 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +8.0% Changes resistances penetration: +13% acid / +13% fire / +12% lightning / +13% cold One-handed war axes. |
![]() elemental dwarven-steel waraxe of erosion (20-28 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +14 nature / +14 temporal When wielded/worn: Changes resistances penetration: +13% acid / +13% fire / +13% lightning / +12% cold One-handed war axes. |
![]() elemental stralite waraxe of crippling (30-42 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +14% acid / +14% fire / +14% lightning / +15% cold One-handed war axes. |
![]() elemental stralite waraxe of evisceration (30.5-42.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +13 (+3 eff.) Changes resistances penetration: +15% acid / +15% fire / +15% lightning / +15% cold One-handed war axes. |
![]() glacial stralite waraxe (31-43.4 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Burst (radius 2) on crit: +25 ice When wielded/worn: Armour: +13 Changes resistances penetration: +13% cold One-handed war axes. |
![]() inquisitor's steel waraxe (13-18.2 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn On weapon crit: * burns latent spell energy One-handed war axes. |
![]() iron waraxe of nature (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +7% nature One-handed war axes. |
![]() quick steel waraxe (13-18.2 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 111% When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +4 Dex One-handed war axes. |
![]() quick stralite waraxe of evisceration (31.5-44.1 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +13.0% Physical power: +9 (+2 eff.) Changes stats: +6 Dex One-handed war axes. |
![]() quick stralite waraxe of evisceration (33-46.2 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +12.0% Physical power: +13 (+3 eff.) Changes stats: +6 Dex One-handed war axes. |
![]() thunderous dwarven-steel waraxe of purging (22.5-31.5 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 22% chance to daze at end of turn * 25% chance to remove a magical effect Damage (Melee): +14 nature When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +11% lightning One-handed war axes. |
![]() thunderous stralite waraxe of amnesia (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 26% chance to daze at end of turn * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances penetration: +11% lightning One-handed war axes. |
![]() truestriking dwarven-steel waraxe of ruin (23-32.2 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +21 Physical crit. chance: +10.0% Changes resistances penetration: +7% physical Critical mult.: +16.00% One-handed war axes. |
![]() truestriking iron waraxe of disruption (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +10% Unnatural When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical One-handed war axes. |
![]() truestriking stralite waraxe (33-46.2 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical One-handed war axes. |
![]() truestriking stralite waraxe of massacre (46.5-65.1 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical One-handed war axes. |
![]() voratun waraxe 'Growthrupture' (38.5-53.9 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +43 (+9 eff.) Armour penetration: +15 Defense: +14 (+4 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +7 Str / +3 Wil Changes resistances: +6% arcane / +6% blight Changes resistances penetration: +15% physical Changes damage: +15% acid / +15% physical Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +37% Stamina when hit: +1.90 Infravision radius: +2 One-handed war axes. |
![]() warbringer's dwarven-steel waraxe of torment (19-26.6 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +11% physical / +11% mind / +10% darkness Disarm immunity: +25% One-handed war axes. |
![]() warbringer's iron waraxe of projection (12-16.8 power, 2 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +13% One-handed war axes. |
![]() warbringer's stralite waraxe of daylight (29-40.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +17 light Damage against: +21% Undead When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +30% One-handed war axes. |
![]() Cuthygovon the hardened leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 8 mind Changes resistances: +9% darkness Changes damage: +36% mind Physical save: +10 (+2 eff.) Blindness immunity: +25% Poison immunity: +30% Hate when firing a critical mind attack: +2.00 Only die when reaching: -60.00 life Mindpower: +5 (+1 eff.) 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. |
![]() Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
![]() Mayuwe the Prismreek Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Fatigue: -12% Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 20 light Changes stats: +3 Dex / +6 Wil / +3 Cun Changes resistances: +10% fire / +10% cold Physical save: +30 (+4 eff.) A belt that goes around your waist. |
![]() Urthogas the Blazetaint Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Defense: +23 (+6 eff.) Effects on melee hit: * 40% chance to corrode armour by 30% Damage when hit (Melee): 8 light Changes stats: +12 Mag / +11 Wil Changes resistances penetration: +10% physical Changes damage: +12% light Stealth bonus: +15 Life regen: +0.40 Stamina each turn: +0.60 Spell crit. chance: +11% A belt that goes around your waist. |
![]() drakeskin leather belt 'Cinderviper' 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: +21 (+5 eff.) Armour: +14 Defense: +11 (+3 eff.) Effects on melee hit: * 50% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 fire Changes stats: +6 Str / +5 Con Changes resistances: +12% fire Changes resistances penetration: +10% mind / +5% fire Changes damage: +6% mind / +9% temporal Critical mult.: +15.00% Physical save: +36 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Size category: +1 A belt that goes around your waist. |
![]() drakeskin leather belt 'Satyrkiss' Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +11 (+3 eff.) Damage when hit (Melee): 8 acid Changes stats: +5 Dex / +6 Mag / +6 Wil / +6 Cun Changes resistances: +15% acid Changes damage: +9% acid / +24% nature / +24% arcane Spell save: +15 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +12% Size category: +1 A belt that goes around your waist. |
![]() insulating hardened leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +11% fire / +11% cold Maximum encumbrance: +42 A belt that goes around your waist. |
![]() ravager's hardened leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances penetration: +14% physical Changes damage: +16% physical Mental save: +11 (+1 eff.) Spellpower: +8 (+0 eff.) A belt that goes around your waist. |
![]() reinforced rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Physical save: +13 (+2 eff.) A belt that goes around your waist. |
![]() reinforced rough leather belt of valiance Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Changes stats: +2 Wil Physical save: +13 (+2 eff.) Mental save: +7 (+0 eff.) Maximum life: +50.00 A belt that goes around your waist. |
![]() skylord's rough leather belt of burglary Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +7 Dex / +3 Wil / +7 Cun / +6 Lck Trap disarming bonus: +10 Stealth bonus: +7 Physical save: +12 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) Infravision radius: +4 A belt that goes around your waist. |
![]() Aerutir the elven-silk cloak (3 def, 6 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +4 Str / +8 Mag / +6 Wil / +4 Con Changes resistances: +3% light / +3% lightning Physical save: +15 (+2 eff.) Spell save: +15 (+1 eff.) Mental save: +23 (+2 eff.) Poison immunity: +10% Cut immunity: +15% Disarm immunity: +10% Stun/Freeze immunity: +15% Only die when reaching: -50.00 life Maximum mana: +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() battlemaster's linen cloak of the hunter (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +1 (+0 eff.) Fatigue: -5% Changes stats: +2 Str / +2 Dex / +2 Con Talent mastery: +0.30 Technique / Combat training Spell save: -14 (-2 eff.) Stamina each turn: +0.60 Mana each turn: -0.20 Maximum life: +54.00 Maximum stamina: +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak 'Scaldbolt' (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Str / +2 Dex / +5 Wil / +3 Con Changes resistances: +12% acid Changes resistances penetration: +10% acid Changes damage: +9% acid / +15% fire Reduces incoming crit damage: 15.00% Light radius: +4 Infravision radius: +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak of the hunter (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +27 (+6 eff.) Defense: +2 (+1 eff.) Fatigue: -8% Maximum life: +82.00 Maximum stamina: +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() enveloping cashmere cloak of the hunter (13 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +27 (+6 eff.) Defense: +13 (+3 eff.) Fatigue: -7% Physical save: +11 (+2 eff.) Maximum life: +82.00 Maximum stamina: +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() kruk cloak (2 def, 0 armour) 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
![]() marshal's linen cloak of backstabbing (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Critical mult.: +14.00% Stealth bonus: +6 Physical save: +7 (+1 eff.) Maximum life: +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() murderer's cashmere cloak of mindcraft (2 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Changes stats: +4 Dex / +5 Wil / +9 Cun 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. |
![]() murderer's cashmere cloak of mindcraft (2 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Changes stats: +4 Dex / +5 Wil / +9 Cun 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. |
![]() murderer's cashmere cloak of the hunter (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +33 (+7 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Fatigue: -8% Changes stats: +4 Cun / +4 Dex Maximum life: +82.00 Maximum stamina: +24.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() regal cashmere cloak of Eldoral (2 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Dex / +4 Wil / +3 Cun Mental save: +11 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() regal cashmere cloak of Iron Throne (2 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +4 Wil / +3 Con Mental save: +11 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient cashmere cloak of Eldoral (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex Maximum life: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient linen cloak of implacability (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Physical save: +7 (+1 eff.) Mental save: +7 (+0 eff.) Only die when reaching: -50.00 life Maximum life: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() restorative cashmere cloak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +16% nature / +16% blight Life regen: +1.90 Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() restorative cashmere cloak of battle (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -5% Changes resistances: +16% nature / +14% blight Life regen: +2.20 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() restorative cashmere cloak of mindcraft (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +16% nature / +16% blight Life regen: +2.20 Mental crit. chance: +7% 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. |
![]() restorative linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +12% nature / +12% blight Life regen: +1.40 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow cashmere cloak of backstabbing (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Defense: +2 (+1 eff.) Changes resistances: +18% darkness Changes resistances penetration: +11% darkness Changes damage: +17% darkness Critical mult.: +21.00% Stealth bonus: +25 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow cashmere cloak of mindcraft (2 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +16% darkness Changes resistances penetration: +14% darkness Changes damage: +17% darkness Stealth bonus: +17 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. |
![]() shadow cashmere cloak of the hunter (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +26 (+5 eff.) Defense: +2 (+1 eff.) Fatigue: -7% Changes resistances: +19% darkness Changes resistances penetration: +14% darkness Changes damage: +17% darkness Stealth bonus: +17 Maximum life: +82.00 Maximum stamina: +27.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() thick cashmere cloak of fog (10 def, 10 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Changes resistances: +17% fire / +19% light / +22% cold Stealth bonus: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() thick cashmere cloak of the guardian (13 def, 18 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +18 Defense: +13 (+3 eff.) Changes resistances: +22% cold Physical save: +18 (+2 eff.) Spell save: +19 (+2 eff.) Mental save: +19 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Brenozilarin (0 def, 8 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +8 Fatigue: -10% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +7% lightning / +7% cold / +9% blight / +3% physical Changes damage: +8% lightning / +7% physical / +8% cold Mental save: +24 (+2 eff.) Only die when reaching: -108.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Dagerand the elven-silk robe (5 def, 4 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes stats: +7 Str / +8 Mag / +8 Wil / +13 Con Changes resistances: +15% lightning / +14% cold Changes damage: +20% lightning / +15% physical / +19% nature / +20% cold Mental save: +26 (+2 eff.) Poison immunity: +65% Disease immunity: +75% Pinning immunity: +40% Stun/Freeze immunity: +15% Mindpower: +6 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Festerraptor (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +8 Str / +6 Mag / +8 Wil Changes resistances: +37% lightning / +12% cold / +9% mind / +6% nature Changes resistances penetration: +17% mind Changes damage: +29% lightning / +13% physical / +9% fire / +17% cold / +15% mind / +18% nature Psi each turn: +0.86 Maximum psi: +31.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Lorihek the Glittergrind (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 26 light / 16 nature Changes resistances: +27% lightning / +15% mind / +6% light Changes resistances penetration: +33% light / +15% nature Changes damage: +18% lightning / +21% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Mardulathachak the cashmere robe (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Dex / +7 Cun / +6 Con Changes resistances: +15% light / +9% darkness Critical mult.: +16.00% Silence immunity: +15% Stun/Freeze immunity: +20% Knockback immunity: +10% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Maximum life: +30.00 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Murksage (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 26% chance to disease Damage when hit (Melee): 24 darkness Changes stats: +12 Cun Changes resistances: +25% darkness / +3% fire Changes resistances penetration: +20% darkness Changes damage: +9% blight / +40% light / +58% darkness Spellpower: +20 (+2 eff.) Spell crit. chance: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Skynoon (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes stats: +6 Mag / +6 Wil Changes resistances: +18% acid / +20% physical / +6% blight / +16% fire / +6% mind / +20% cold Changes resistances penetration: +20% blight / +5% mind Changes damage: +14% acid / +14% physical / +15% fire / +9% lightning / +13% cold Talent cooldown: Refit Golem (-6 turns) Mental save: +30 (+3 eff.) Silence immunity: +41% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+2 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Tempestwisp (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +9% blight / +9% cold / +14% mind / +14% darkness Changes damage: +15% lightning Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Physical save: +12 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +24 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Worm Nest (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Reduce damage by fixed amount: +22 all Changes damage: +15% blight Spellpower: +15 (+2 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() Zeroddagrim the Tempestminister (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +8 Cun / +8 Wil Changes resistances: +13% mind / +14% darkness Changes resistances penetration: +20% physical Changes damage: +9% lightning Grants telepathy: Dragon Critical mult.: +9.00% Physical save: +12 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +24 (+2 eff.) Only die when reaching: -80.00 life Infravision radius: +4 Healing mod.: +20% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Zubenne the Heatspiker (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +5 Str / +3 Mag / +4 Wil / +5 Cun Changes resistances: +27% acid Changes resistances penetration: +15% mind Changes damage: +18% acid / +6% fire Mental save: +15 (+1 eff.) Hate when firing a critical mind attack: +5.00 Infravision radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() ancient cashmere robe of Angolwen (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil / +12 Mag Changes resistances penetration: +11% temporal / +10% physical Changes damage: +14% temporal / +14% physical Silence immunity: +34% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +13 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cashmere robe 'Bloomdash' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes resistances: +6% nature / +18% darkness Changes resistances penetration: +33% nature Changes damage: +24% nature / +24% mind Mental save: +21 (+2 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cashmere robe of life (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +11% blight Life regen: +4.10 Maximum life: +76.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's cashmere robe of Angolwen (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +22% mind / +22% darkness Physical save: +16 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +32 (+3 eff.) Silence immunity: +35% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +13 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's cashmere robe of life (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +11% blight / +16% mind / +22% darkness Physical save: +16 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +29 (+3 eff.) Life regen: +4.20 Maximum life: +65.00 Healing mod.: +22% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's elven-silk robe of the mountain (+18%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +18% physical / +30% mind / +30% darkness Changes damage: +18% physical Physical save: +20 (+3 eff.) Spell save: +19 (+2 eff.) Mental save: +40 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's silk robe (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +22% mind / +26% darkness Physical save: +18 (+2 eff.) Spell save: +17 (+2 eff.) Mental save: +29 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe 'Poruma' (25 def, 8 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +25 (+6 eff.) Ranged Defense: +12 (+3 eff.) Changes stats: +1 Wil / +8 Mag Changes resistances: +9% acid / +1% physical / +15% light / +21% darkness Changes damage: +20% light / +19% all Grants telepathy: Demon/Minor Demon/Major Mental save: +33 (+3 eff.) Poison immunity: +10% Knockback immunity: +15% Maximum life: +54.00 Spellpower: +20 (+2 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() fearwoven cashmere robe of alchemy (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +16% acid / +16% physical / +16% fire / +15% cold Changes resistances penetration: +13% darkness / +14% physical Changes damage: +11% acid / +25% physical / +14% darkness / +10% cold / +11% fire Talent cooldown: Refit Golem (-5 turns) Maximum hate: +11.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() fearwoven silk robe of life (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% blight Changes resistances penetration: +13% darkness / +16% physical Changes damage: +17% darkness / +17% physical Life regen: +5.10 Maximum life: +88.00 Maximum hate: +13.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +4% Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing silk robe of nature (+27%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag / +7 Wil Changes resistances: +27% nature Changes damage: +18% nature Mana each turn: +0.34 Psi each turn: +0.34 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() linen robe 'Balancequarry' (9 def, 6 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 40% chance to corrode armour by 30% Damage when hit (Melee): 12 nature Changes resistances: +18% acid / +30% fire / +9% nature Changes damage: +12% acid Physical save: +40 (+5 eff.) Maximum stamina: +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() linen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +8% blight Life regen: +2.40 Maximum life: +52.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() psion's linen robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +8% blight Changes resistances penetration: +8% mind Changes damage: +8% mind Life regen: +2.40 Psi each turn: +0.44 Maximum life: +51.00 Maximum psi: +13.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() psion's silk robe (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances penetration: +17% mind Changes damage: +13% mind Psi each turn: +0.86 Maximum psi: +26.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() psion's silk robe of life (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +15% blight Changes resistances penetration: +17% mind Changes damage: +14% mind Life regen: +5.10 Psi each turn: +0.86 Maximum life: +86.00 Maximum psi: +34.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +5% Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() psion's woollen robe of the mind (+14%) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +14% mind Changes resistances penetration: +11% mind Changes damage: +25% mind Psi each turn: +0.58 Maximum psi: +22.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe 'Splendourcrack' (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 26 arcane resource burn * Slows global speed by 40% Changes stats: +8 Mag / +8 Wil Changes resistances: +15% nature / +6% arcane / +12% light Changes resistances penetration: +20% light Changes damage: +24% light / +24% fire Mana each turn: +0.32 Psi each turn: +0.34 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy cashmere robe of life (2 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects when hit in melee: * Slows global speed by 8% * 8 arcane resource burn Changes resistances: +14% blight Life regen: +2.40 Maximum life: +61.00 Healing mod.: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy cashmere robe of lightning (+24%) (2 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects when hit in melee: * Slows global speed by 8% * 8 arcane resource burn Changes resistances: +24% lightning Changes damage: +16% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy silk robe of life (3 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects when hit in melee: * Slows global speed by 9% * 9 arcane resource burn Changes resistances: +16% blight Life regen: +5.10 Maximum life: +87.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven elven-silk robe (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +7 Str / +8 Mag / +8 Wil Changes resistances: +15% lightning / +15% cold Changes damage: +20% lightning / +15% physical / +20% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven elven-silk robe of corrosion (+12%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +12% lightning / +14% cold / +30% acid Changes damage: +19% lightning / +15% physical / +20% acid / +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven linen robe of frost (+7%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +7% lightning / +25% cold Changes damage: +8% lightning / +7% physical / +20% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +13% lightning / +13% cold / +15% blight Changes damage: +17% lightning / +13% physical / +16% cold Life regen: +5.00 Maximum life: +88.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Str / +8 Mag / +7 Wil Changes resistances: +17% blight / +13% cold / +13% lightning Changes damage: +17% lightning / +13% physical / +17% cold Life regen: +5.10 Maximum life: +88.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven woollen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +8% lightning / +9% cold Changes damage: +11% lightning / +9% physical / +9% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() sunsealed silk robe of power (10 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Changes stats: +9 Mag Changes resistances: +13% light / +13% darkness Changes damage: +17% light / +17% all Maximum life: +62.00 Spellpower: +15 (+2 eff.) Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() tormentor's linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Cun Critical mult.: +11.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() tormentor's silk robe of life (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Cun Changes resistances: +14% blight Critical mult.: +18.00% Life regen: +5.10 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 Maximum life: +88.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant cashmere robe of life (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Con Changes resistances: +14% blight Changes damage: +14% nature Poison immunity: +38% Disease immunity: +38% Life regen: +3.50 Maximum life: +76.00 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant cashmere robe of life (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Con Changes resistances: +13% blight Changes damage: +9% nature Poison immunity: +38% Disease immunity: +37% Life regen: +3.90 Maximum life: +75.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Con Changes resistances: +20% blight Changes damage: +16% nature Poison immunity: +50% Disease immunity: +44% Life regen: +4.90 Maximum life: +96.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Con Changes resistances: +20% blight Changes damage: +20% nature Poison immunity: +50% Disease immunity: +50% Life regen: +6.00 Maximum life: +100.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +10 Con Changes resistances: +19% blight Changes damage: +20% nature Poison immunity: +39% Disease immunity: +50% Life regen: +5.10 Maximum life: +100.00 Healing mod.: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Con Changes resistances: +14% blight Changes damage: +17% nature Poison immunity: +44% Disease immunity: +44% Life regen: +5.10 Maximum life: +88.00 Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant woollen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +11% blight Changes damage: +11% nature Poison immunity: +32% Disease immunity: +31% Life regen: +3.30 Maximum life: +64.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Mana each turn: +0.22 Maximum mana: +64.00 Spellpower: +20 (+2 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% blight Life regen: +3.30 Maximum life: +62.00 Healing mod.: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% blight Life regen: +3.00 Maximum life: +58.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% blight Life regen: +3.10 Maximum life: +61.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Daimekor the Brightquell (0 def, 5 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +1 Mag / +6 Wil / +6 Con Changes resistances: +3% nature Changes resistances penetration: +25% fire / +10% physical Changes damage: +6% arcane / +6% fire Physical save: +13 (+2 eff.) Spell save: +24 (+2 eff.) Mental save: +15 (+1 eff.) Stamina each turn: +0.90 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +60.00 Maximum mana: +60.00 Spellpower: +2 (+0 eff.) Mindpower: +9 (+2 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Galelash the pair of drakeskin leather boots (16 def, 15 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +16 (+4 eff.) Fatigue: +5% Changes stats: +3 Str / +4 Cun Changes resistances: +15% acid / +15% fire / +21% lightning / +15% cold Changes resistances penetration: +15% mind Critical mult.: +6.00% Maximum life: +20.00 Maximum stamina: +5.00 Spellpower: +6 (+0 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Glimmerpiercer (23 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +23 (+6 eff.) Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +15 Lck / +8 Dex Changes resistances: +6% blight / +6% light Changes resistances penetration: +15% blight Changes damage: +30% blight / +3% mind Stealth bonus: +15 Life regen: +2.80 Light radius: +1 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Lustresaw the pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +4 Physical power: +6 (+2 eff.) Armour: +3 Fatigue: +2% Changes stats: +3 Str / +6 Dex / +3 Con Changes resistances penetration: +20% light Changes damage: +12% physical Critical mult.: +12.00% Stamina each turn: +0.50 Maximum stamina: +16.00 Healing mod.: +35% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Nimbussmash (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +14 Str / +8 Dex / +12 Con / +10 Lck Changes resistances: +3% light / +3% temporal Changes damage: +15% lightning / +10% physical / +9% temporal Stealth bonus: +12 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
![]() Rhogarath the Noonfurnace (12 def, 19 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +6 (+2 eff.) Armour: +19 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +3% Changes stats: +8 Str / +8 Con Changes resistances: +18% light Changes damage: +8% physical Physical save: +49 (+6 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 Healing mod.: +25% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
![]() Serpentvalor (25 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +5 Defense: +25 (+6 eff.) Fatigue: -5% Changes stats: +6 Con / +6 Wil Changes resistances: +6% nature / +9% acid Changes resistances penetration: +9% physical Changes damage: +9% acid Critical mult.: +9.00% Maximum encumbrance: +50 Physical save: +15 (+2 eff.) Only die when reaching: -80.00 life Mindpower: +8 (+2 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Shoes of Moving Slowly (0 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+0 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() The Warped Boots (2 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+1 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+1 eff.) It can be used to activate talent Spit Blight (costing 10 power out of 50/50) : Effective talent level: 3.0 Power cost: 10 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 265.93 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
![]() blightbringer's pair of dwarven-steel boots of uncanny dodging (7 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +3% Changes stats: +8 Mag Changes damage: +8% acid / +8% blight Disease immunity: +35% Spellpower: +7 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() blood-soaked pair of drakeskin leather boots of massiveness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +10 Str / +8 Con Changes damage: +10% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
![]() blood-soaked pair of iron boots of rushing (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +3 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Physical save: +11 (+2 eff.) Spell save: +11 (+1 eff.) Mental save: +11 (+1 eff.) Stamina each turn: +0.80 Maximum stamina: +28.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() dreamer's pair of hardened leather boots of uncanny dodging (7 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +3% Physical save: +11 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +11 (+1 eff.) A pair of boots made of leather. |
![]() dreamer's pair of iron boots of evasion (13 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +13 (+3 eff.) Fatigue: +2% Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+0 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 33 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. |
![]() dreamer's pair of iron boots of strife (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Con / +3 Wil Changes resistances penetration: +6% physical Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+0 eff.) Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 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. |
![]() dreamer's pair of rough leather boots of phasing (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Mag / +3 Wil Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+0 eff.) It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() dreamer's pair of rough leather boots of rushing (0 def, 1 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Con Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+0 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() grounding pair of drakeskin leather boots of massiveness (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +10 Con Changes resistances: +14% lightning / +14% temporal Changes damage: +10% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
![]() grounding pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +9% lightning / +14% temporal Stamina each turn: +1.30 Maximum stamina: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() insulating pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +10% fire / +10% cold Stamina each turn: +0.80 Maximum stamina: +21.00 A pair of boots made of leather. |
![]() insulating pair of hardened leather boots of uncanny dodging (7 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +3% Changes resistances: +11% fire / +11% cold A pair of boots made of leather. |
![]() invigorating pair of hardened leather boots of disengagement (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes stats: +3 Cun / +4 Dex Stamina each turn: +0.70 Maximum life: +48.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() invigorating pair of hardened leather boots of strife (0 def, 3 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes stats: +5 Con / +5 Wil Changes resistances penetration: +8% physical Stamina each turn: +0.70 Maximum life: +48.00 Mindpower: +7 (+1 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() invigorating pair of hardened leather boots of uncanny dodging (7 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: -5% Stamina each turn: +0.70 Maximum life: +48.00 Movement speed: +10% A pair of boots made of leather. |
![]() invigorating pair of iron boots of rushing (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -4% Changes stats: +3 Str / +3 Con Stamina each turn: +0.40 Maximum life: +34.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() invigorating pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Stamina each turn: +0.40 Maximum life: +36.00 Movement speed: +10% A pair of boots made of leather. |
![]() invigorating pair of rough leather boots of massiveness (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +5 Str / +5 Con Changes damage: +6% physical Stamina each turn: +0.40 Maximum life: +36.00 Movement speed: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
![]() invigorating pair of rough leather boots of strife (0 def, 1 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +3 Con / +3 Wil Changes resistances penetration: +6% physical Stamina each turn: +0.40 Maximum life: +36.00 Mindpower: +5 (+1 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() miner's pair of rough leather boots of evasion (13 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +13 (+3 eff.) Fatigue: +1% Infravision radius: +2 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 33 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() pair of drakeskin leather boots 'Flashpanic' (0 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 40% chance to daze at end of turn Changes stats: +6 Wil / +6 Cun / +12 Con Changes resistances: +9% light / +12% lightning Changes resistances penetration: +10% lightning / +10% physical Changes damage: +6% lightning / +3% fire / +9% light Physical save: +25 (+3 eff.) Mental save: +25 (+2 eff.) Spellpower: +5 (+0 eff.) Mindpower: +9 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() pair of drakeskin leather boots 'Skyzephyr' (10 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +5% Changes resistances: +27% darkness / +28% temporal Changes resistances penetration: +15% blight / +20% temporal / +20% darkness Changes damage: +30% blight / +9% nature / +18% lightning Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +21% A pair of boots made of leather. |
![]() pair of dwarven-steel boots of invasion (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Changes resistances penetration: +11% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of hardened leather boots 'Yaryhell' (12 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +3% Changes stats: +4 Cun / +4 Dex Changes resistances: +12% mind / +12% light Physical save: +40 (+5 eff.) Spell save: +45 (+5 eff.) Mental save: +12 (+1 eff.) Poison immunity: +45% Confusion immunity: +15% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() pair of hardened leather boots of evasion (18 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +18 (+5 eff.) Fatigue: +3% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() pair of hardened leather boots of evasion (19 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +19 (+5 eff.) Fatigue: +3% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 33 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() pair of rough leather boots of disengagement (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Dex It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() pair of rough leather boots of disengagement (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Dex It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() pair of rough leather boots of void walking (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +14% darkness / +13% temporal Changes resistances penetration: +12% darkness / +12% temporal Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% A pair of boots made of leather. |
![]() reinforced pair of dwarven-steel boots of phasing (0 def, 10 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +4 Mag / +4 Wil Changes resistances: +10% acid / +10% fire / +11% lightning / +10% cold It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() reinforced pair of hardened leather boots of rushing (0 def, 11 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +4 Str / +4 Con Changes resistances: +11% acid / +11% fire / +9% lightning / +11% cold It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() restorative pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Life regen: +3.90 Healing mod.: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() restorative pair of hardened leather boots of disengagement (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +4 Dex Life regen: +3.90 Healing mod.: +22% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() restorative pair of hardened leather boots of disengagement (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Dex Life regen: +3.50 Healing mod.: +22% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() restorative pair of hardened leather boots of evasion (19 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +19 (+5 eff.) Fatigue: +3% Life regen: +3.90 Healing mod.: +18% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() restorative pair of hardened leather boots of evasion (18 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +18 (+5 eff.) Fatigue: +3% Life regen: +3.90 Healing mod.: +22% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() restorative pair of hardened leather boots of uncanny dodging (6 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +3% Life regen: +3.70 Healing mod.: +21% A pair of boots made of leather. |
![]() traveler's pair of hardened leather boots of strife (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes stats: +5 Con / +5 Wil Changes resistances penetration: +8% physical Maximum encumbrance: +38 Physical save: +11 (+2 eff.) Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +26 Physical save: +7 (+1 eff.) Stamina each turn: +0.50 Maximum stamina: +13.00 A pair of boots made of leather. |
![]() wanderer's pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Dex / +8 Cun / +4 Con Physical save: +19 (+3 eff.) Mental save: +18 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() wanderer's pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Dex / +8 Cun / +4 Con Physical save: +18 (+2 eff.) Mental save: +17 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() wanderer's pair of dwarven-steel boots of evasion (19 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +19 (+5 eff.) Fatigue: +3% Changes stats: +4 Cun / +4 Con Physical save: +18 (+2 eff.) Mental save: +19 (+2 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 33 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. |
![]() wanderer's pair of hardened leather boots of speed (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +4 Con Physical save: +18 (+2 eff.) Mental save: +18 (+2 eff.) Movement speed: +20% A pair of boots made of leather. |
![]() wanderer's pair of voratun boots of massiveness (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +8 Str / +5 Cun / +14 Con Changes damage: +10% physical Physical save: +24 (+3 eff.) Mental save: +25 (+2 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Moldarc the hardened leather gloves (0 def, 2 armour) Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 acid Changes stats: +2 Mag Changes resistances: +7% acid Changes damage: +5% acid / +3% arcane / +6% nature Life regen: +1.90 Stamina each turn: +1.00 Maximum stamina: +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Stormreek the drakeskin leather gloves (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 mind Changes stats: +2 Cun / +6 Con Changes resistances: +10% mind Changes damage: +11% mind Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Physical save: +50 (+6 eff.) Spell save: +19 (+2 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +43% Life regen: +3.70 Stamina each turn: +1.90 Maximum stamina: +36.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Zuborevea the drakeskin leather gloves (0 def, 3 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 10 acid / 18 darkness / 10 cold / 10 fire / 40 mind / 10 lightning Changes stats: +5 Mag / +5 Wil / +1 Cun Changes damage: +12% blight / +9% mind Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +3 (+0 eff.) Disarm immunity: +50% Mana when firing critical spell: +4.00 Maximum vim: +30.00 Spellpower: +2 (+0 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() alchemist's dwarven-steel gauntlets of the juggernaut (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 acid / 8 fire / 8 cold / 6 lightning Changes stats: +4 Mag / +4 Wil / +4 Con Physical save: +22 (+3 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) Disarm immunity: +38% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's drakeskin leather gloves of the iron hand (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +9 Str / +5 Dex / +5 Wil / +3 Cun / +5 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+2 eff.) Disarm immunity: +50% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() brawler's drakeskin leather gloves of war-making (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Armour: +3 Changes stats: +5 Str / +5 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +13.00% Physical save: +14 (+2 eff.) Spell crit. chance: +20% Mental crit. chance: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() brawler's hardened leather gloves of the juggernaut (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +3 Dex / +4 Cun / +3 Con Talent cooldown: Double Strike (-1 turn) Physical save: +32 (+4 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) Disarm immunity: +34% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() brawler's iron gauntlets of the juggernaut (0 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Dex / +3 Cun / +2 Con Talent cooldown: Double Strike (-1 turn) Physical save: +20 (+3 eff.) Spell save: +5 (+0 eff.) Mental save: +4 (+0 eff.) Disarm immunity: +25% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's rough leather gloves of butchering (0 def, 1 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +7% blight Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+1 eff.) Spell save: +11 (+1 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() brawler's rough leather gloves of regeneration (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+1 eff.) Life regen: +2.40 Stamina each turn: +0.50 Psi each turn: +0.14 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() brawler's voratun gauntlets (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +3 Dex / +5 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() cinder drakeskin leather gloves of dexterity (+6) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +3 Damage (Melee): 15 fire Changes stats: +6 Dex Changes resistances: +10% fire Changes damage: +11% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() drakeskin leather gloves of regeneration (0 def, 3 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Life regen: +5.90 Stamina each turn: +0.90 Psi each turn: +0.40 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() drakeskin leather gloves of the juggernaut (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Con Physical save: +30 (+4 eff.) Spell save: +9 (+1 eff.) Mental save: +7 (+0 eff.) Disarm immunity: +50% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() dwarven-steel gauntlets of sorrow (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 28 mind / 28 darkness Mental save: -9 (-1 eff.) Mindpower: +8 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() hardened leather gloves of regeneration (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Life regen: +3.80 Stamina each turn: +0.90 Psi each turn: +0.28 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() hardened leather gloves of the juggernaut (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Con Physical save: +22 (+3 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) Disarm immunity: +38% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() hardened leather gloves of the nighthunter (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +2 Changes stats: +2 Cun Changes resistances: +11% darkness Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic drakeskin leather gloves (0 def, 9 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Mental save: +15 (+1 eff.) Maximum life: +72.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic drakeskin leather gloves (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Mental save: +15 (+1 eff.) Maximum life: +74.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic drakeskin leather gloves of the iron hand (0 def, 9 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Changes stats: +5 Str / +5 Wil / +5 Con Talent mastery: +0.20 Technique / Grappling Mental save: +11 (+1 eff.) Disarm immunity: +49% Maximum life: +80.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic dwarven-steel gauntlets of the nighthunter (0 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +7 Changes stats: +4 Cun Changes resistances: +11% darkness Mental save: +10 (+1 eff.) Maximum life: +64.00 Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() heroic hardened leather gloves of dexterity (+5) (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +7 Changes stats: +5 Dex Mental save: +11 (+1 eff.) Maximum life: +52.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic hardened leather gloves of dispersion (0 def, 7 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Damage (Melee): 13 arcane Changes stats: +7 Mag / +8 Wil Changes resistances: +7% arcane Mental save: +11 (+1 eff.) Maximum life: +63.00 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic hardened leather gloves of the juggernaut (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Changes stats: +4 Con Physical save: +22 (+3 eff.) Spell save: +7 (+1 eff.) Mental save: +17 (+1 eff.) Disarm immunity: +28% Maximum life: +64.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic iron gauntlets of dexterity (+3) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +5 Changes stats: +3 Dex Mental save: +7 (+0 eff.) Maximum life: +47.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() heroic iron gauntlets of dexterity (+3) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +5 Changes stats: +3 Dex Mental save: +7 (+0 eff.) Maximum life: +48.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() heroic iron gauntlets of sorrow (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 16 mind / 16 darkness Mental save: -6 (-1 eff.) Maximum life: +48.00 Mindpower: +5 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() heroic rough leather gloves of strength (+3) (0 def, 5 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +5 Changes stats: +3 Str Mental save: +7 (+0 eff.) Maximum life: +48.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic rough leather gloves of the iron hand (0 def, 5 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Changes stats: +3 Str / +3 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Mental save: +7 (+0 eff.) Disarm immunity: +26% Maximum life: +48.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic voratun gauntlets of strength (+6) (0 def, 9 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Armour: +9 Changes stats: +6 Str Mental save: +15 (+1 eff.) Maximum life: +73.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() sand rough leather gloves of strength (+3) (0 def, 7 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +7 Damage (Melee): 7 physical Changes stats: +3 Str Changes damage: +5% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring dwarven-steel gauntlets of archery (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Armour: +2 Effects when hit in melee: * 27% chance to reduce effective powers by 20% * 26 arcane resource burn Changes stats: +7 Cun / +7 Dex Spell save: +15 (+1 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring dwarven-steel gauntlets of strength (+5) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +13 (+3 eff.) Armour: +2 Effects when hit in melee: * 27% chance to reduce effective powers by 20% * 27 arcane resource burn Changes stats: +5 Str Spell save: +16 (+2 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring hardened leather gloves of archery (0 def, 2 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Armour: +2 Effects when hit in melee: * 26% chance to reduce effective powers by 20% * 27 arcane resource burn Changes stats: +7 Cun / +5 Dex Spell save: +17 (+2 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring voratun gauntlets of archery (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +14 Armour: +3 Effects when hit in melee: * 30% chance to reduce effective powers by 20% * 32 arcane resource burn Changes stats: +8 Cun / +8 Dex Spell save: +23 (+2 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects when hit in melee: * 35% chance to reduce effective powers by 20% * 35 arcane resource burn Changes stats: +5 Con Physical save: +30 (+4 eff.) Spell save: +31 (+3 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +49% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() spellstreaming dwarven-steel gauntlets of magic (+5) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +5 Mag Changes damage: +8% arcane Mana each turn: +0.27 Spellpower: +12 (+1 eff.) Spell crit. chance: +8% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() spellstreaming rough leather gloves (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Mana each turn: +0.16 Spellpower: +6 (+0 eff.) Spell crit. chance: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() storm drakeskin leather gloves of strength (+6) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +3 Damage (Melee): 13 lightning Changes stats: +6 Str Changes resistances: +10% lightning Changes damage: +11% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() voratun gauntlets of war-making (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Critical mult.: +15.00% Spell crit. chance: +20% Mental crit. chance: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Airstake (0 def, 11 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Damage when hit (Melee): 12 lightning Changes stats: +2 Wil / +3 Cun / +19 Con Changes resistances penetration: +5% light Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+1 eff.) Equilibrium when hit: +0.08 Mental crit. chance: +3% Infravision radius: +4 A cap made of leather. |
![]() Berigrim the Prismriver (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +2 Str / +16 Wil / +2 Cun / +4 Con Changes resistances: +13% blight / +25% cold / +15% nature Changes damage: +9% light Allows you to breathe in: water Spell save: +10 (+1 eff.) Mental save: +15 (+1 eff.) Maximum life: +106.00 Light radius: +3 See invisible: +6 Healing mod.: +28% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Bethalle the elven-silk wizard hat (3 def, 6 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +9 Cun / +10 Wil Changes resistances: +9% acid / +36% cold / +17% mind / +6% arcane Changes damage: +16% mind / +20% cold Physical save: +15 (+2 eff.) Mental save: +50 (+5 eff.) Confusion immunity: -10% Pinning immunity: +10% Stun/Freeze immunity: +35% Fear immunity: -20% Maximum psi: +40.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +13% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer -1238920599 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() Boryhir the Blazethorn (3 def, 4 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Defense: +3 (+1 eff.) Changes stats: +4 Dex / +9 Mag / +9 Con Changes resistances: +15% temporal Changes resistances penetration: +10% lightning / +5% temporal Changes damage: +20% arcane Life regen: +5.40 Mana each turn: +0.36 Maximum stamina: +5.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Damage Shield Power: +15% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 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 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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... |
![]() Demonkin the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 40% chance to inflict 15% damage reduction Changes stats: +4 Dex / +11 Wil / +3 Con Changes resistances: +9% acid / +18% fire / +21% darkness Changes resistances penetration: +15% darkness Changes damage: +15% acid / +12% fire Grants telepathy: Demon/Minor Demon/Major A pointy cloth hat, very wizardly... |
![]() The Black Crown (0 def, 15 armour) Requires: - Talent 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." |
![]() Yarydorek the Pitchpyre (0 def, 9 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +9 Fatigue: +5% Damage when hit (Melee): 8 darkness / 8 blight Changes stats: +5 Str / +10 Dex / +3 Wil / +9 Cun / +5 Con Changes resistances: -40% light Changes resistances penetration: +10% darkness Mental save: +36 (+4 eff.) Life regen: +5.60 Equilibrium when hit: +0.20 Maximum hate: +4.00 Infravision radius: +4 Heals friendly targets nearby when you use a nature summon: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Zyrogorn (8 def, 14 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +1% Changes stats: +2 Dex / +2 Mag / +7 Con Changes resistances: +15% acid / +15% cold / +14% lightning / +12% fire / +6% arcane / +7% all Physical save: +11 (+2 eff.) Mental save: +26 (+2 eff.) Maximum hate: +6.00 See invisible: +12 Heals friendly targets nearby when you use a nature summon: +40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() bladed dwarven-steel helm of absorption (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 physical Changes stats: +4 Str Stamina when hit: +1.70 Equilibrium when hit: +2.10 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 26986701096.0 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() bladed hardened leather cap of fortune (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +9 Lck / +4 Str Spell crit. chance: +4% Mental crit. chance: +5% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 26986701096.0 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() bladed hardened leather cap of trickery (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +4 Str / +4 Dex / +4 Cun It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 26986701096.0 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() bladed iron helm of knowledge (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +3 Wil / +3 Cun Mindpower: +4 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 26986701096.0 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() bladed rough leather cap of precognition (6 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Defense: +6 (+2 eff.) Fatigue: +1% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 physical Changes stats: +4 Cun / +3 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 26986701096.0 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() bladed rough leather cap of strength (+7) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +7 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 26986701096.0 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() cashmere wizard hat 'Eclipsestake' (14 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Ranged Defense: +12 (+3 eff.) Changes stats: +5 Wil Changes resistances: +18% blight / +9% cold / +6% arcane Changes resistances penetration: +10% darkness / +25% acid Reduces incoming crit damage: 15.00% Physical save: +9 (+1 eff.) Poison immunity: +25% A pointy cloth hat, very wizardly... |
![]() cashmere wizard hat of knowledge (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +6 Wil Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() catburglar's iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Dex Changes resistances: +12% darkness Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() champion's dwarven-steel helm of might (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +8 Str / +3 Wil / +4 Con Mental save: +11 (+1 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() clarifying cashmere wizard hat of earthrunes (2 def, 4 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +5 Cun / +4 Con Mental save: +11 (+1 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 7545795725.29 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() defender's hardened leather cap of the bounder (7 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +7 (+2 eff.) Fatigue: +3% Changes stats: +8 Str / +8 Dex Changes resistances: +5% all Physical save: +10 (+2 eff.) A cap made of leather. |
![]() defender's iron helm of precognition (11 def, 8 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +8 Defense: +11 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances: +3% all Physical save: +7 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dragonslayer's hardened leather cap of trickery (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +4 Dex Changes resistances: +10% acid / +11% fire / +11% lightning / +11% cold A cap made of leather. |
![]() drakeskin leather cap of might (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con A cap made of leather. |
![]() dwarven-steel helm of precognition (9 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +4 Defense: +9 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Cun A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dwarven-steel helm of trickery (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +4 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dwarven-steel helm of trickery (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +4 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() elven-silk wizard hat 'Aeruyavena' (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Dex / +12 Mag / +13 Wil / +7 Cun / +9 Con Changes resistances: +20% mind / +6% arcane Changes damage: +20% mind Spellpower: +6 (+0 eff.) Mindpower: +6 (+1 eff.) See invisible: +12 A pointy cloth hat, very wizardly... |
![]() elven-silk wizard hat 'Flashtide' (3 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +7 Cun / +12 Wil Changes resistances: +28% lightning / +3% fire Changes resistances penetration: +10% darkness / +10% fire Changes damage: +19% lightning Critical mult.: +20.00% Mental save: +30 (+3 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +6.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +8% Heals friendly targets nearby when you use a nature summon: +30 Damage Shield Power: +15% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer -2076012959 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() elven-silk wizard hat 'Gorudir' (9 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +19% physical / +17% darkness / +6% nature Changes damage: +20% darkness / +20% physical Blindness immunity: +5% Stun/Freeze immunity: +5% Knockback immunity: +25% Mana each turn: +3.00 Mana when hit: +3.00 Only die when reaching: -20.00 life Maximum mana: +110.00 Maximum hate: +12.00 Spellpower: +9 (+0 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Infravision radius: +9 See stealth: +24 See invisible: +24 Heals friendly targets nearby when you use a nature summon: +30 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 36%, and attempts to push all creatures other than yourself out of its radius, inflicting 725437620.73 light damage and 725437620.51 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() elven-silk wizard hat 'Sootpython' (3 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Effects on melee hit: * 40% chance to daze at end of turn * Slows global speed by 15% * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +6 Con Changes resistances: +6% lightning / +30% darkness / +3% nature Changes resistances penetration: +5% lightning / +15% darkness Changes damage: +20% darkness Mana each turn: +2.70 Mana when hit: +3.00 Maximum mana: +81.00 Spellpower: +10 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 10 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() fearwoven cashmere wizard hat of knowledge (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +14% darkness / +14% physical Changes damage: +14% darkness / +13% physical Maximum hate: +11.00 Mindpower: +13 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
![]() fearwoven elven-silk wizard hat of knowledge (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +7 Wil Changes resistances: +19% darkness / +20% physical Changes damage: +20% darkness / +20% physical Maximum hate: +15.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
![]() fearwoven elven-silk wizard hat of knowledge (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +7 Wil Changes resistances: +17% darkness / +10% physical Changes damage: +18% darkness / +16% physical Maximum hate: +11.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
![]() fearwoven linen wizard hat of madness (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +7% darkness / +8% physical Changes damage: +8% darkness / +7% physical Mental save: +13 (+1 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum hate: +7.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer -1021167211 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() grounding dwarven-steel helm of constitution (+7) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Con Changes resistances: +11% lightning / +11% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() grounding iron helm of absorption (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +7% lightning / +7% temporal Stamina when hit: +1.20 Equilibrium when hit: +1.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() insulating iron helm of precognition (6 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Defense: +6 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances: +7% fire / +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() iron helm 'Lorogamnir' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str / +12 Wil Changes resistances: +6% arcane / +12% acid Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +8.00 Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() iron helm of might (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() iron helm of trickery (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() leafwalker's drakeskin leather cap of the bounder (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex Changes resistances: +12% nature Spell save: +10 (+1 eff.) Maximum life: +78.00 Healing mod.: +30% A cap made of leather. |
![]() linen wizard hat of arcana (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Mag / +4 Wil Spellpower: +4 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() linen wizard hat of arcana (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Mag / +4 Wil Spellpower: +4 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() miner's hardened leather cap of fortune (0 def, 6 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +6 Fatigue: +3% Changes stats: +13 Lck Spell crit. chance: +6% Mental crit. chance: +6% Infravision radius: +3 A cap made of leather. |
![]() prismatic iron helm of trickery (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Dex Changes resistances: +12% light / +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() psion's cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +6 Wil Changes resistances: +14% mind Changes damage: +14% mind Physical save: +11 (+2 eff.) Mental save: +14 (+1 eff.) Maximum psi: +28.00 Spellpower: +5 (+0 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
![]() psion's cashmere wizard hat of fire (+14%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +14% mind / +22% fire Changes damage: +13% mind / +15% fire Physical save: +11 (+2 eff.) Mental save: +13 (+1 eff.) Maximum psi: +25.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
![]() psion's cashmere wizard hat of knowledge (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +14% mind Changes damage: +14% mind Physical save: +11 (+2 eff.) Mental save: +13 (+1 eff.) Maximum psi: +28.00 Mindpower: +13 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
![]() psion's cashmere wizard hat of knowledge (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +6 Wil Changes resistances: +14% mind Changes damage: +12% mind Physical save: +11 (+2 eff.) Mental save: +14 (+1 eff.) Maximum psi: +28.00 Mindpower: +13 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
![]() psion's cashmere wizard hat of madness (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +7 Wil Changes resistances: +14% mind Changes damage: +14% mind Physical save: +10 (+2 eff.) Mental save: +34 (+3 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum psi: +28.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +10% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer -2076012959 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() stabilizing elven-silk wizard hat of knowledge (3 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +17 Wil Physical save: +15 (+2 eff.) Mindpower: +6 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() stabilizing voratun helm of constitution (+6) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Con Physical save: +23 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() starseer's linen wizard hat of earthrunes (1 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Con Changes damage: +6% light / +5% temporal / +6% darkness / +4% physical It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 7545795725.29 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() thaloren dwarven-steel helm of knowledge (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +11 Wil Changes resistances: +11% blight Mental save: +11 (+1 eff.) Mindpower: +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() thaloren dwarven-steel helm of strength (+5) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str / +7 Wil Changes resistances: +8% blight Mental save: +11 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() thaloren dwarven-steel helm of the depths (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Wil Changes resistances: +10% blight / +17% cold Allows you to breathe in: water Mental save: +11 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() thaloren hardened leather cap of ire (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +6 Wil / +4 Con Changes resistances: +10% blight Physical save: +11 (+2 eff.) Mental save: +22 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() warlord's rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +4 Wil Changes resistances: +7% physical Physical save: +7 (+1 eff.) A cap made of leather. |
![]() warlord's rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +4 Wil Changes resistances: +7% physical Physical save: +7 (+1 eff.) A cap made of leather. |
![]() werebeast's dwarven-steel helm of knowledge (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +4 Dex / +4 Wil / +8 Cun / +3 Con Changes resistances: -30% light Life regen: +4.50 Mindpower: +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() werebeast's iron helm of might (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +5 Str / +2 Dex / +2 Cun / +5 Con Changes resistances: -20% light Life regen: +2.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Betussra the Shockseam (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +4 Str / +4 Con Changes resistances: +9% mind Changes resistances penetration: +25% lightning Changes damage: +21% mind / +18% lightning Grants telepathy: Demon/Minor Demon/Major Mental save: +12 (+1 eff.) Psi when hit: +0.12 Maximum life: +54.00 Heals friendly targets nearby when you use a nature summon: +66 A suit of armour made of mail. |
![]() Furnacekiller (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +3 Dex Changes resistances: +12% physical Changes resistances penetration: +25% fire Changes damage: +15% darkness / +18% fire Critical mult.: +15.00% Physical save: +51 (+6 eff.) Life regen: +1.40 A suit of armour made of mail. |
![]() Glowrage (14 def, 18 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +18 Defense: +14 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +12% Changes resistances: +11% nature / +12% blight Changes resistances penetration: +30% light Changes damage: +18% light Physical save: +9 (+1 eff.) Poison immunity: +30% Only die when reaching: -100.00 life A suit of armour made of mail. |
![]() Prismtorrent (4 def, 17 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +8% Effects on melee hit: * 26 arcane resource burn * Slows global speed by 15% Changes resistances: +15% acid / +18% light / +9% fire / +9% darkness / +6% lightning Changes damage: +6% light / +6% fire Physical save: +11 (+2 eff.) Light radius: +2 A suit of armour made of mail. |
![]() Saloriaba (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +10% Damage when hit (Melee): 10 light Changes stats: +4 Mag / +4 Wil / +6 Cun Changes resistances: +27% blight / +9% lightning / +19% darkness / +6% arcane Changes resistances penetration: +33% mind Changes damage: +18% mind Psi when hit: +0.20 Light radius: +2 See invisible: +12 Heals friendly targets nearby when you use a nature summon: +30 A suit of armour made of mail. |
![]() cleansing dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +16% blight / +24% cold / +16% nature A suit of armour made of mail. |
![]() cleansing stralite mail armour of delving (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +9 Str Changes resistances: +18% blight / +13% physical / +18% darkness / +18% nature Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() dwarven-steel mail armour of command (14 def, 16 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +14 (+4 eff.) Fatigue: +16% Changes stats: +4 Cun Mental save: +19 (+2 eff.) A suit of armour made of mail. |
![]() dwarven-steel mail armour of natural resilience (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +16% nature / +12% blight Reduced damage from: +11% Unnatural A suit of armour made of mail. |
![]() dwarven-steel mail armour of natural resilience (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +16% nature / +16% blight Reduced damage from: +11% Unnatural A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of implacability (3 def, 16 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +7 Cun / +7 Wil Physical save: +11 (+2 eff.) Mental save: +19 (+2 eff.) A suit of armour made of mail. |
![]() enlightening iron mail armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +4 Wil Changes resistances: +17% cold Mental save: +12 (+1 eff.) A suit of armour made of mail. |
![]() enlightening steel mail armour of implacability (2 def, 13 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +8% Changes stats: +6 Cun / +4 Wil Physical save: +9 (+1 eff.) Mental save: +16 (+1 eff.) A suit of armour made of mail. |
![]() enlightening stralite mail armour of delving (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +9 Str / +7 Wil / +8 Cun Changes resistances: +18% darkness / +13% physical Mental save: +22 (+2 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() enlightening stralite mail armour of lightning resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +7 Cun / +7 Wil Changes resistances: +27% lightning Mental save: +22 (+2 eff.) A suit of armour made of mail. |
![]() enlightening stralite mail armour of natural resilience (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +7 Cun / +7 Wil Changes resistances: +15% nature / +16% blight Reduced damage from: +13% Unnatural Mental save: +22 (+2 eff.) A suit of armour made of mail. |
![]() enlightening voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +9 Cun / +7 Wil Mental save: +24 (+2 eff.) A suit of armour made of mail. |
![]() enlightening voratun mail armour of Eyal (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +9 Cun / +9 Wil Mental save: +25 (+2 eff.) Life regen: +3.50 Maximum life: +100.00 Healing mod.: +27% A suit of armour made of mail. |
![]() enlightening voratun mail armour of acid resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +8 Cun / +8 Wil Changes resistances: +30% acid Mental save: +18 (+2 eff.) A suit of armour made of mail. |
![]() fortifying dwarven-steel mail armour of delving (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +13 Str / +5 Con Changes resistances: +14% darkness / +11% physical Maximum life: +50.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() fortifying iron mail armour of clarity (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Str / +3 Con Changes resistances: +6% mind Mental save: +13 (+1 eff.) Maximum life: +44.00 A suit of armour made of mail. |
![]() fortifying iron mail armour of clarity (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Str / +3 Con Changes resistances: +6% mind Mental save: +13 (+1 eff.) Maximum life: +41.00 A suit of armour made of mail. |
![]() fortifying iron mail armour of command (9 def, 9 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +9 (+2 eff.) Fatigue: +12% Changes stats: +3 Str / +2 Cun / +3 Con Mental save: +13 (+1 eff.) Maximum life: +44.00 A suit of armour made of mail. |
![]() fortifying iron mail armour of the deep (2 def, 6 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Str / +3 Con Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Maximum life: +44.00 A suit of armour made of mail. |
![]() fortifying stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Con Maximum life: +86.00 A suit of armour made of mail. |
![]() fortifying stralite mail armour of lightning resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Con Changes resistances: +26% lightning Maximum life: +82.00 A suit of armour made of mail. |
![]() fortifying voratun mail armour of Eyal (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +7 Str / +5 Con Life regen: +4.00 Maximum life: +181.00 Healing mod.: +26% A suit of armour made of mail. |
![]() hardened dwarven-steel mail armour of Eyal (3 def, 16 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +10% acid / +8% physical / +10% cold / +10% lightning / +10% fire Life regen: +1.80 Maximum life: +73.00 Healing mod.: +22% A suit of armour made of mail. |
![]() hardened dwarven-steel mail armour of the deep (3 def, 19 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +19 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +20% acid / +10% physical / +9% fire / +9% lightning / +21% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() hardened iron mail armour of natural resilience (2 def, 10 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +7% acid / +7% physical / +7% lightning / +12% blight / +7% fire / +12% nature / +7% cold Reduced damage from: +7% Unnatural A suit of armour made of mail. |
![]() hardened iron mail armour of natural resilience (2 def, 10 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +7% acid / +7% physical / +6% lightning / +12% blight / +7% cold / +12% nature / +7% fire Reduced damage from: +6% Unnatural A suit of armour made of mail. |
![]() hardened iron mail armour of thunder (2 def, 10 armour) Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Physical power: +13 (+3 eff.) Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +7% acid / +7% physical / +7% cold / +19% lightning / +7% fire Spellpower: +13 (+1 eff.) Spell crit. chance: +5% Mindpower: +13 (+3 eff.) Mental crit. chance: +6% A suit of armour made of mail. |
![]() hardened stralite mail armour of Eyal (4 def, 17 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +12% acid / +9% physical / +12% fire / +12% lightning / +12% cold Life regen: +3.40 Maximum life: +88.00 Healing mod.: +26% A suit of armour made of mail. |
![]() hardened stralite mail armour of implacability (4 def, 26 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +26 Defense: +4 (+1 eff.) Fatigue: +7% Changes resistances: +9% acid / +11% physical / +12% fire / +12% lightning / +12% cold Physical save: +13 (+2 eff.) A suit of armour made of mail. |
![]() hardened voratun mail armour (5 def, 20 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +12% acid / +13% physical / +13% fire / +13% lightning / +13% cold A suit of armour made of mail. |
![]() hardened voratun mail armour of the deep (5 def, 25 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +25% acid / +13% physical / +13% fire / +13% lightning / +26% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() impenetrable stralite mail armour of acid resistance (4 def, 25 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +27% acid A suit of armour made of mail. |
![]() impenetrable stralite mail armour of thunder (4 def, 25 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +22 (+5 eff.) Armour: +25 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +9 Str / +7 Mag / +9 Wil Changes resistances: +17% lightning Spellpower: +22 (+2 eff.) Spell crit. chance: +9% Mindpower: +22 (+4 eff.) Mental crit. chance: +9% A suit of armour made of mail. |
![]() iron mail armour of the deep (2 def, 6 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour of natural resilience (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 8 light Changes stats: +4 Wil Changes resistances: +34% blight / +22% darkness / +16% nature Reduced damage from: +11% Unnatural Light radius: +2 A suit of armour made of mail. |
![]() radiant iron mail armour of natural resilience (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +26% blight / +11% nature / +14% darkness Reduced damage from: +7% Unnatural Light radius: +2 A suit of armour made of mail. |
![]() radiant stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 light Changes stats: +5 Wil Changes resistances: +26% blight / +27% fire / +26% darkness Light radius: +2 A suit of armour made of mail. |
![]() radiant stralite mail armour of natural resilience (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 light Changes stats: +5 Wil Changes resistances: +44% blight / +18% nature / +26% darkness Reduced damage from: +12% Unnatural Light radius: +2 A suit of armour made of mail. |
![]() radiant voratun mail armour of acid resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 14 light Changes stats: +6 Wil Changes resistances: +30% blight / +30% darkness / +30% acid Light radius: +2 A suit of armour made of mail. |
![]() radiant voratun mail armour of implacability (5 def, 20 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 14 light Changes stats: +6 Wil Changes resistances: +30% blight / +27% darkness Physical save: +15 (+2 eff.) Light radius: +2 A suit of armour made of mail. |
![]() radiant voratun mail armour of natural resilience (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 13 light Changes stats: +5 Wil Changes resistances: +50% blight / +30% darkness / +20% nature Reduced damage from: +15% Unnatural Light radius: +2 A suit of armour made of mail. |
![]() rejuvenating stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +27% fire Life regen: +6.80 Stamina each turn: +2.10 A suit of armour made of mail. |
![]() rejuvenating stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +27% fire Life regen: +5.20 Stamina each turn: +2.10 A suit of armour made of mail. |
![]() spiked stralite mail armour of Eyal (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 18 physical Life regen: +3.40 Maximum life: +84.00 Healing mod.: +26% A suit of armour made of mail. |
![]() spiked voratun mail armour of delving (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 20 physical Changes stats: +10 Str Changes resistances: +20% darkness / +15% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() steel mail armour of delving (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +6 Str Changes resistances: +14% darkness / +9% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() stralite mail armour 'Radhokalthothad' (16 def, 14 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +12 (+3 eff.) Armour: +14 Defense: +16 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 16 physical Changes stats: +3 Con Changes resistances: +9% mind Changes resistances penetration: +33% physical Mental save: +22 (+2 eff.) Only die when reaching: -108.00 life A suit of armour made of mail. |
![]() stralite mail armour of Eyal (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Life regen: +3.40 Maximum life: +86.00 Healing mod.: +21% A suit of armour made of mail. |
![]() voratun mail armour of delving (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +10 Str Changes resistances: +18% darkness / +15% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() Crackleroar the hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +3 Cun / +2 Wil Changes resistances: +15% lightning / +8% physical / +9% nature Changes resistances penetration: +10% lightning / +10% mind Changes damage: +15% mind Physical save: +19 (+3 eff.) Mental save: +21 (+2 eff.) Mindpower: +10 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +30 A suit of armour made of leather. |
![]() Daimytorach the rough leather armour (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +9 Armour: +2 Defense: +1 (+0 eff.) Fatigue: +0% Changes stats: +5 Mag / +6 Wil / +4 Cun / +4 Con Changes resistances: +6% physical Changes resistances penetration: +20% physical Physical save: +13 (+2 eff.) Life regen: +0.80 A suit of armour made of leather. |
![]() Glimmernail the drakeskin leather armour (14 def, 16 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +14 (+4 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +2 Str / +4 Dex Changes resistances: +20% blight / +30% fire / +19% nature / +6% light Reduced damage from: +15% Unnatural Physical save: +3 (+1 eff.) Life regen: +13.90 Stamina each turn: +0.60 Maximum life: +64.00 Healing mod.: +26% A suit of armour made of leather. |
![]() Glintoblivion (4 def, 12 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +12 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +13% acid / +13% cold Changes damage: +18% light Allows you to breathe in: water Physical save: +9 (+1 eff.) Spell save: +6 (+0 eff.) Blindness immunity: +25% Poison immunity: +15% Disease immunity: +25% Confusion immunity: +20% Teleport immunity: +20% Life regen: +0.60 A suit of armour made of leather. |
![]() Poluvena the Flashwinnow (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +3 Cun / +6 Wil Changes resistances: +9% fire Grants telepathy: Dragon Critical mult.: +15.00% Mental save: +18 (+2 eff.) Life regen: +3.20 Stamina each turn: +0.90 Maximum hate: +8.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +8% Heals friendly targets nearby when you use a nature summon: +40 A suit of armour made of leather. |
![]() cleansing cured leather armour of Eyal (2 def, 4 armour) Requires: - Strength 14 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +14% nature / +14% blight Life regen: +2.20 Maximum life: +63.00 Healing mod.: +18% A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of lightning resistance (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +26% lightning / +20% nature / +20% blight A suit of armour made of leather. |
![]() cleansing reinforced leather armour of delving (4 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +8 Str Changes resistances: +17% blight / +13% physical / +18% darkness / +18% nature Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() cured leather armour of delving (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +6 Str Changes resistances: +14% darkness / +9% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() drakeskin leather armour 'Isota' (5 def, 14 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +5 Wil Changes resistances: +15% acid / +15% cold / +27% temporal Changes damage: +3% acid Allows you to breathe in: water Life regen: +7.30 Stamina each turn: +2.30 Equilibrium when hit: +0.12 Maximum psi: +30.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% A suit of armour made of leather. |
![]() drakeskin leather armour of natural resilience (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +19% nature / +19% blight Reduced damage from: +15% Unnatural A suit of armour made of leather. |
![]() duelist's cured leather armour (6 def, 10 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +6 Cun / +6 Dex A suit of armour made of leather. |
![]() duelist's cured leather armour of cold resistance (8 def, 10 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +8 (+2 eff.) Fatigue: +7% Changes stats: +6 Cun / +6 Dex Changes resistances: +21% cold A suit of armour made of leather. |
![]() duelist's drakeskin leather armour of command (29 def, 28 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +28 Defense: +29 (+7 eff.) Fatigue: +8% Changes stats: +12 Cun / +10 Dex Mental save: +24 (+2 eff.) A suit of armour made of leather. |
![]() duelist's reinforced leather armour of Toknor (12 def, 15 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +15 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +9 Cun / +9 Dex Critical mult.: +18.00% A suit of armour made of leather. |
![]() duelist's rough leather armour of alacrity (5 def, 6 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Fatigue: +6% Changes stats: +5 Cun / +5 Dex Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() enlightening drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +9 Cun / +9 Wil Critical mult.: +20.00% Mental save: +25 (+2 eff.) A suit of armour made of leather. |
![]() enlightening reinforced leather armour of command (16 def, 16 armour) Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +16 (+4 eff.) Fatigue: +8% Changes stats: +12 Cun / +8 Wil Mental save: +40 (+4 eff.) A suit of armour made of leather. |
![]() enlightening reinforced leather armour of the wind (13 def, 7 armour) Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +17 Physical crit. chance: +9.0% Armour: +7 Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +8 Cun / +8 Wil Mental save: +22 (+2 eff.) Stamina each turn: +1.10 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 159 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() enlightening rough leather armour of Eyal (1 def, 2 armour) Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +5 Cun / +4 Wil Mental save: +12 (+1 eff.) Life regen: +1.60 Maximum life: +52.00 Healing mod.: +14% A suit of armour made of leather. |
![]() hardened leather armour of delving (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +8 Str Changes resistances: +16% darkness / +11% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() marauder's cured leather armour (8 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Fatigue: +7% Changes stats: +6 Str / +6 Dex Physical save: +9 (+1 eff.) A suit of armour made of leather. |
![]() marauder's drakeskin leather armour of alacrity (15 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+4 eff.) Fatigue: +8% Changes stats: +10 Str / +9 Dex Physical save: +20 (+3 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() marauder's drakeskin leather armour of fire resistance (15 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+4 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Dex Changes resistances: +29% fire Physical save: +20 (+3 eff.) A suit of armour made of leather. |
![]() marauder's reinforced leather armour of Toknor (13 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +7 Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Dex Critical mult.: +18.00% Physical save: +13 (+2 eff.) A suit of armour made of leather. |
![]() marauder's reinforced leather armour of the deep (12 def, 12 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +9 Str / +7 Dex Changes resistances: +13% acid / +11% cold Allows you to breathe in: water Physical save: +17 (+2 eff.) A suit of armour made of leather. |
![]() marauder's rough leather armour (5 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +6% Changes stats: +5 Str / +5 Dex Physical save: +8 (+1 eff.) A suit of armour made of leather. |
![]() multi-hued reinforced leather armour of delving (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +9 Str Changes resistances: +17% acid / +30% physical / +17% darkness / +17% cold / +17% lightning / +17% fire Mindpower: +13 (+3 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() nimble drakeskin leather armour of Toknor (21 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +21 (+5 eff.) Ranged Defense: +16 (+4 eff.) Fatigue: +8% Changes stats: +5 Dex Critical mult.: +19.00% Movement speed: +20% A suit of armour made of leather. |
![]() nimble drakeskin leather armour of cold resistance (21 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +21 (+5 eff.) Ranged Defense: +16 (+4 eff.) Fatigue: +8% Changes stats: +5 Dex Changes resistances: +29% cold Movement speed: +20% A suit of armour made of leather. |
![]() nimble hardened leather armour of cold resistance (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Ranged Defense: +11 (+3 eff.) Fatigue: +8% Changes stats: +4 Dex Changes resistances: +24% cold Movement speed: +20% A suit of armour made of leather. |
![]() nimble hardened leather armour of natural resilience (14 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +14 (+4 eff.) Ranged Defense: +11 (+3 eff.) Fatigue: +8% Changes stats: +4 Dex Changes resistances: +15% nature / +16% blight Reduced damage from: +11% Unnatural Movement speed: +20% A suit of armour made of leather. |
![]() nimble reinforced leather armour of delving (17 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +17 (+4 eff.) Ranged Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +9 Str / +5 Dex Changes resistances: +18% darkness / +13% physical Light radius: +2 Movement speed: +20% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() nimble rough leather armour of the wind (13 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Armour: +2 Defense: +13 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +3 Dex Stamina each turn: +0.70 Movement speed: +20% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 172 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() radiant hardened leather armour of command (14 def, 14 armour) Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +14 Defense: +14 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 10 light Changes stats: +4 Cun / +4 Wil Changes resistances: +22% blight / +22% darkness Mental save: +19 (+2 eff.) Light radius: +2 A suit of armour made of leather. |
![]() radiant rough leather armour of resilience (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +14% blight / +14% darkness Maximum life: +27.00 Light radius: +1 A suit of armour made of leather. |
![]() reinforced leather armour of natural resilience (4 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +18% nature / +18% blight Reduced damage from: +13% Unnatural A suit of armour made of leather. |
![]() reinforced leather armour of the void (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 9 darkness Damage (Ranged): 9 darkness Changes resistances: +20% darkness / +19% temporal Defense after a teleport: +25 Resist all after a teleport: +26% New effects duration reduction after a teleport: +26% It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
![]() rejuvenating drakeskin leather armour of lightning resistance (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +30% lightning Life regen: +4.60 Stamina each turn: +2.50 A suit of armour made of leather. |
![]() rejuvenating hardened leather armour of lightning resistance (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +24% lightning Life regen: +5.60 Stamina each turn: +1.70 A suit of armour made of leather. |
![]() rejuvenating rough leather armour of Eyal (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Life regen: +4.50 Stamina each turn: +0.90 Maximum life: +52.00 Healing mod.: +14% A suit of armour made of leather. |
![]() rough leather armour 'Flashsting' (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Effects on melee hit: * 40% chance to daze at end of turn * Slows global speed by 40% * 40% chance to corrode armour by 30% Damage when hit (Melee): 12 lightning Changes resistances: +30% acid / +18% cold / +6% nature Changes resistances penetration: +20% acid Changes damage: +9% acid / +6% lightning A suit of armour made of leather. |
![]() rough leather armour of Eyal (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Life regen: +1.60 Maximum life: +52.00 Healing mod.: +14% A suit of armour made of leather. |
![]() rough leather armour of command (8 def, 7 armour) Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Fatigue: +6% Changes stats: +2 Cun Mental save: +13 (+1 eff.) A suit of armour made of leather. |
![]() spiked hardened leather armour of the wind (14 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +14 Physical crit. chance: +6.0% Armour: +6 Defense: +14 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical Stamina each turn: +1.10 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 172 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() spiked reinforced leather armour of command (17 def, 14 armour) Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +17 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 17 physical Changes stats: +5 Cun Mental save: +22 (+2 eff.) A suit of armour made of leather. |
![]() troll-hide cured leather armour of command (11 def, 9 armour) Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +11 (+3 eff.) Fatigue: +7% Changes stats: +3 Cun Mental save: +13 (+1 eff.) Life regen: +7.20 Maximum life: +46.00 Healing mod.: +18% A suit of armour made of leather. |
![]() troll-hide rough leather armour of spell shielding (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +6% arcane Spell save: +13 (+1 eff.) Life regen: +5.40 Maximum life: +35.00 Healing mod.: +14% A suit of armour made of leather. |
![]() volcanic cured leather armour of natural resilience (2 def, 13 armour) Requires: - Strength 14 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +14% blight / +18% fire / +14% nature / +18% physical Reduced damage from: +9% Unnatural A suit of armour made of leather. |
![]() volcanic drakeskin leather armour of alacrity (5 def, 23 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 10 fire Changes resistances: +30% fire / +30% physical Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() volcanic drakeskin leather armour of lightning resistance (5 def, 23 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 9 fire Changes resistances: +30% lightning / +30% fire / +29% physical A suit of armour made of leather. |
![]() volcanic drakeskin leather armour of natural resilience (5 def, 23 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes resistances: +19% blight / +30% fire / +15% nature / +30% physical Reduced damage from: +11% Unnatural A suit of armour made of leather. |
![]() volcanic drakeskin leather armour of the deep (5 def, 29 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +29 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes resistances: +15% acid / +15% cold / +30% fire / +30% physical Allows you to breathe in: water A suit of armour made of leather. |
![]() volcanic hardened leather armour of cold resistance (3 def, 17 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +17 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 8 fire Changes resistances: +24% cold / +19% physical / +19% fire A suit of armour made of leather. |
![]() Bilejustice the steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +4 Cun / +3 Wil Changes resistances: +21% lightning Changes resistances penetration: +10% nature / +25% light Changes damage: +9% nature Grants telepathy: Dragon Critical mult.: +30.00% Psi when hit: +0.16 Hate when firing a critical mind attack: +4.00 Maximum hate: +4.00 Maximum psi: +30.00 A suit of armour made of metal plates. |
![]() Galubar the voratun plate armour (21 def, 46 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +46 Defense: +21 (+5 eff.) Fatigue: +26% Changes stats: +10 Mag / +3 Wil / +6 Cun Changes resistances penetration: +10% arcane Changes damage: +9% blight Mental save: +25 (+2 eff.) Life regen: +2.80 Mana each turn: +0.04 Mana when firing critical spell: +2.00 Maximum life: +100.00 Healing mod.: +30% Damage Shield penetration: +10% A suit of armour made of metal plates. |
![]() Woezephyr the iron plate armour (3 def, 19 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +19 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 12 physical Changes resistances: +9% acid / +6% arcane / +6% darkness Physical save: +6 (+1 eff.) Spell save: +49 (+5 eff.) Cut immunity: +10% Pinning immunity: +25% A suit of armour made of metal plates. |
![]() Xanygath (9 def, 42 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +6 (+2 eff.) Armour: +42 Defense: +9 (+2 eff.) Fatigue: +26% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 15 acid / 16 fire Changes stats: +10 Str / +2 Con Changes resistances: +29% acid / +15% physical / +18% darkness / +30% fire / +12% lightning Stun/Freeze immunity: +20% Knockback immunity: +10% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() cleansing dwarven-steel plate armour of the dragon (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +4 Str / +4 Con Changes resistances: +11% acid / +10% physical / +11% lightning / +16% blight / +10% fire / +16% nature / +11% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +31% Stun/Freeze immunity: +31% Knockback immunity: +32% A suit of armour made of metal plates. |
![]() dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% A suit of armour made of metal plates. |
![]() dwarven-steel plate armour 'Venomsteel' (5 def, 14 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +24% Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 nature / 16 physical Changes stats: +7 Cun / +7 Wil Changes resistances: +11% acid / +3% darkness / +11% cold / +15% nature / +6% fire Changes resistances penetration: +10% darkness / +10% fire Changes damage: +12% fire Allows you to breathe in: water Mental save: +19 (+2 eff.) A suit of armour made of metal plates. |
![]() enlightening steel plate armour of command (13 def, 15 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Defense: +13 (+3 eff.) Fatigue: +22% Changes stats: +9 Cun / +5 Wil Mental save: +32 (+3 eff.) A suit of armour made of metal plates. |
![]() enlightening stralite plate armour of command (20 def, 22 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Defense: +20 (+5 eff.) Fatigue: +26% Changes stats: +13 Cun / +8 Wil Mental save: +44 (+4 eff.) A suit of armour made of metal plates. |
![]() enlightening stralite plate armour of the dragon (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +5 Str / +8 Wil / +8 Cun / +5 Con Changes resistances: +11% acid / +13% physical / +13% fire / +13% lightning / +13% cold Talent cooldown: Rush (-5 turns) Mental save: +22 (+2 eff.) Disarm immunity: +31% Stun/Freeze immunity: +36% Knockback immunity: +36% A suit of armour made of metal plates. |
![]() enlightening stralite plate armour of thunder (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +22 (+5 eff.) Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +8 Str / +9 Mag / +17 Wil / +7 Cun Changes resistances: +18% lightning Mental save: +22 (+2 eff.) Spellpower: +20 (+2 eff.) Spell crit. chance: +9% Mindpower: +18 (+4 eff.) Mental crit. chance: +9% A suit of armour made of metal plates. |
![]() fearforged stralite plate armour of delving (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +39% Changes stats: +9 Str / +9 Con Changes resistances: +13% physical / +10% fire / -18% light / +31% darkness Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +9 (+1 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() fortifying dwarven-steel plate armour of delving (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +13 Str / +5 Con Changes resistances: +16% darkness / +11% physical Maximum life: +72.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() impenetrable stralite plate armour of the dragon (7 def, 25 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +25 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +5 Str / +5 Con Changes resistances: +13% acid / +13% physical / +13% fire / +11% lightning / +13% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +36% Stun/Freeze immunity: +36% Knockback immunity: +36% A suit of armour made of metal plates. |
![]() radiant dwarven-steel plate armour of clarity (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Damage when hit (Melee): 10 light Changes stats: +4 Wil Changes resistances: +22% blight / +21% darkness / +8% mind Mental save: +19 (+2 eff.) Light radius: +2 A suit of armour made of metal plates. |
![]() radiant steel plate armour of Eyal (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes resistances: +18% blight / +18% darkness Life regen: +2.20 Maximum life: +64.00 Light radius: +2 Healing mod.: +15% A suit of armour made of metal plates. |
![]() rejuvenating steel plate armour of Eyal (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Life regen: +6.60 Stamina each turn: +1.30 Maximum life: +59.00 Healing mod.: +15% A suit of armour made of metal plates. |
![]() spiked stralite plate armour of Eyal (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 18 physical Life regen: +2.50 Maximum life: +80.00 Healing mod.: +26% A suit of armour made of metal plates. |
![]() stralite plate armour 'Dairodar' (19 def, 31 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +31 Defense: +19 (+5 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +26% Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Str / +6 Con Changes resistances: +9% light / +6% blight Mental save: +20 (+2 eff.) Maximum life: +84.00 A suit of armour made of metal plates. |
![]() Abyssbringer (4 def, 8 armour, 18.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 16 fire Changes resistances: +36% acid / +6% arcane Talent granted: +1 Block Physical save: +12 (+2 eff.) Blindness immunity: +20% Cut immunity: +20% Knockback immunity: +15% Only die when reaching: -100.00 life Light radius: +3 Infravision radius: +4 Handheld deflection devices. |
![]() Boltquencher (8 def, 2 armour, 86.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 8 lightning Damage when hit (Melee): 37 lightning Changes resistances: +12% lightning / +6% fire / +9% darkness Changes damage: +15% nature / +15% lightning Talent granted: +3 Block Spell save: +21 (+2 eff.) Handheld deflection devices. |
![]() Naturewisp (4 def, 2 armour, 21 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects on melee hit: * 40% chance to corrode armour by 30% Damage (Melee): 6 fire Damage when hit (Melee): 16 acid / 12 fire Changes stats: +3 Str / +3 Mag Changes resistances: +9% acid Changes resistances penetration: +20% nature Changes damage: +24% acid Talent granted: +1 Block Handheld deflection devices. |
![]() Obsidianclash the stralite shield (10 def, 2 armour, 137 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 16 darkness Changes stats: +3 Con Changes resistances: +15% acid / +18% cold / +15% arcane / +9% physical Talent granted: +4 Block Disarm immunity: +25% Stamina each turn: +1.20 Handheld deflection devices. |
![]() coruscating dwarven-steel shield (8 def, 2 armour, 78 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 27 fire Changes stats: +4 Str Changes resistances: +16% fire Talent granted: +3 Block Handheld deflection devices. |
![]() impervious iron shield of temporal resistance (+12%) (4 def, 8 armour, 69.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Con Changes resistances: +12% temporal Talent granted: +1 Block Physical save: +7 (+1 eff.) Handheld deflection devices. |
![]() impervious steel shield (6 def, 10 armour, 97.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +5 Con Talent granted: +2 Block Physical save: +9 (+1 eff.) Handheld deflection devices. |
![]() impervious stralite shield of purity (10 def, 10 armour, 240.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +17% nature / +18% blight Talent granted: +4 Block Physical save: +13 (+2 eff.) Handheld deflection devices. |
![]() impervious voratun shield of crushing (12 def, 13 armour, 288 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +13 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +7 Con Talent granted: +5 Block Physical save: +15 (+2 eff.) Handheld deflection devices. |
![]() living dwarven-steel shield (8 def, 2 armour, 76.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 13 nature Changes resistances: +16% nature / +13% blight Talent granted: +3 Block Maximum life: +82.00 Handheld deflection devices. |
![]() living dwarven-steel shield of crushing (8 def, 2 armour, 80.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 14 nature Changes resistances: +16% nature / +16% blight Talent granted: +3 Block Maximum life: +78.00 Handheld deflection devices. |
![]() scouring dwarven-steel shield of earthen fury (8 def, 12 armour, 79.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +12 Armour Hardiness: +8% Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 27% chance to reduce effective powers by 20% * 23 arcane resource burn Changes stats: +6 Con Changes resistances: +13% acid / +16% physical / +13% nature Talent granted: +3 Block Handheld deflection devices. |
![]() scouring dwarven-steel shield of earthen fury (8 def, 13 armour, 83 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +13 Armour Hardiness: +8% Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 27% chance to reduce effective powers by 20% * 27 arcane resource burn Changes stats: +6 Con Changes resistances: +14% acid / +16% physical / +13% nature Talent granted: +3 Block Handheld deflection devices. |
![]() scouring steel shield of cold resistance (+11%) (6 def, 2 armour, 37.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 23% chance to reduce effective powers by 20% * 23 arcane resource burn Changes stats: +5 Con Changes resistances: +11% acid / +19% cold / +11% nature Talent granted: +2 Block Handheld deflection devices. |
![]() shocking voratun shield of earthen fury (12 def, 17 armour, 196 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +17 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 9 lightning Damage when hit (Melee): 24 lightning Changes resistances: +20% physical Talent granted: +5 Block Handheld deflection devices. |
![]() steel shield of patience (6 def, 2 armour, 37.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 temporal Changes resistances: +14% temporal Talent granted: +2 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (275) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() stralite shield 'Aeralach' (10 def, 10 armour, 137.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 9 cold Damage when hit (Melee): 18 ice / 12 mind Changes resistances: +9% blight / +21% cold / +18% fire Talent granted: +4 Block Reduces incoming crit damage: 15.00% Spell save: +24 (+2 eff.) Disarm immunity: +20% Handheld deflection devices. |
![]() voratun shield 'Stormwarden' (12 def, 27 armour, 408.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +27 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to daze at end of turn * 40% chance to blind Changes stats: +14 Con Changes resistances: +30% lightning Talent granted: +5 Block Physical save: +29 (+4 eff.) Maximum stamina: +10.00 Healing mod.: +10% Handheld deflection devices. |
![]() warded iron shield (4 def, 2 armour, 17 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Talents granted: +1 Ward +1 Block Handheld deflection devices. |
![]() warded steel shield of crushing (6 def, 2 armour, 39 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talents granted: +1 Ward +2 Block Handheld deflection devices. |
![]() wintry dwarven-steel shield of acid resistance (+24%) (8 def, 2 armour, 89 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 15 ice Changes stats: +4 Wil Changes resistances: +24% acid / +15% cold Talent granted: +3 Block Handheld deflection devices. |
![]() wintry stralite shield of crushing (10 def, 2 armour, 146.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 15 ice Changes stats: +5 Wil Changes resistances: +17% cold Talent granted: +4 Block Handheld deflection devices. |
![]() wintry voratun shield of lightning resistance (+30%) (12 def, 3 armour, 208 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 20 ice Changes stats: +6 Wil Changes resistances: +30% lightning / +20% cold Talent granted: +5 Block Handheld deflection devices. |
![]() Eliba (19/19, 73-102.2 power, 18 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 73.0 - 102.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +31.0% Capacity: 19 On weapon hit: * 10% chance to create an air burst * 10% chance to crush the target On weapon crit: * cripple the target Travel speed: +300% Damage (Ranged): +29 gravity Burst (radius 1) on hit: +8 mind Arrows are used with bows to pierce your foes to death. |
![]() Falotohell the Flashoozer (22/22, 92-128.8 power, 33 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 92.0 - 128.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +33 Crit. chance: +21.0% Capacity: 22 On weapon hit: * Slows global speed by 53% * 53 arcane resource burn On weapon crit: * burns latent spell energy Travel speed: +200% Damage (Ranged): +12 fire / +33 manaburn arcane Arrows are used with bows to pierce your foes to death. |
![]() Flashmalice (17/17, 30.5-42.7 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.5 - 42.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 17 On weapon hit: * 53% chance to daze at end of turn Damage (Ranged): +16 lightning / +75 fire / +16 mind Burst (radius 1) on hit: +28 lightning / +28 mind Burst (radius 2) on crit: +29 fire Arrows are used with bows to pierce your foes to death. |
![]() Growshaper (21/48, 70-98 power, 36 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 70.0 - 98.0 Uses stats: 70% Dex, 50% Str Damage type: Nature Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +3.0% Capacity: 48 Turns elapse between self-loadings: 0 On weapon hit: * Slows global speed by 20% * 30% chance to disease * 20% chance to curse the target Damage (Ranged): +58 darkness / +62 blight / +8 nature Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +4 darkness Arrows are used with bows to pierce your foes to death. |
![]() Hellpiercer the quiver of dragonbone arrows (25/25, 70.5-98.7 power, 36 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 70.5 - 98.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +21.0% Capacity: 25 On weapon hit: * 10% chance to crush the target * 10% chance to stun, blind, pin, or confuse the target Travel speed: +200% Damage (Ranged): +30 gravity / +29 physical / +8 fire / +30 temporal Burst (radius 1) on hit: +8 nature / +12 fire Burst (radius 2) on crit: +8 nature / +8 fire Arrows are used with bows to pierce your foes to death. |
![]() Lelarorion (21/21, 54.5-76.3 power, 23 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 20% chance to curse the target * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * splashes the target with acid Damage (Ranged): +38 acid / +30 temporal / +30 darkness / +27 blight / +38 physical Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +8 temporal When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
![]() Oakpall the quiver of ash arrows (23/23, 35.5-49.7 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 35.5 - 49.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 23 On weapon hit: * Slows global speed by 53% * 53% chance to corrode armour by 30% Travel speed: +200% Damage (Ranged): +16 nature / +8 physical Burst (radius 1) on hit: +12 acid / +16 physical / +16 nature Burst (radius 2) on crit: +8 physical Arrows are used with bows to pierce your foes to death. |
![]() Zanarak the Glitterraptor (21/21, 71.5-100.1 power, 35 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 71.5 - 100.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +35 Crit. chance: +18.0% Capacity: 21 Turns elapse between self-loadings: 0 On weapon hit: * 53% chance to blind * 53% chance to disease * 20% chance to torment the target Travel speed: +200% Damage (Ranged): +18 darkness / +4 blight / +30 mind Burst (radius 2) on crit: +4 light Arrows are used with bows to pierce your foes to death. |
![]() Zanylarath (19/19, 15.5-21.7 power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 On weapon hit: * 53 arcane resource burn * Slows global speed by 53% Damage (Ranged): +48 acid / +12 temporal / +12 nature Burst (radius 1) on hit: +32 acid Arrows are used with bows to pierce your foes to death. |
![]() elemental quiver of elven-wood arrows of crippling (19/19, 42.5-59.5 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +22.5% Capacity: 19 On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() elemental quiver of yew arrows (17/17, 31-43.4 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 17 On weapon hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
![]() inquisitor's quiver of ash arrows of persecution (20/20, 22-30.8 power, 7 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 On weapon hit: * disrupts spell-casting On weapon crit: * burns latent spell energy Damage (Ranged): +24 manaburn arcane Damage against: +20% Unnatural Arrows are used with bows to pierce your foes to death. |
![]() inquisitor's quiver of elven-wood arrows of erosion (21/21, 44.5-62.3 power, 14 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 On weapon crit: * burns latent spell energy Damage (Ranged): +33 manaburn arcane / +26 nature / +23 temporal Arrows are used with bows to pierce your foes to death. |
![]() quiver of ash arrows of crippling (14/14, 20-28 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +13.5% Capacity: 14 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() quiver of yew arrows of annihilation (15/15, 40.5-56.7 power, 21 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 40.5 - 56.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +14.0% Capacity: 15 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() sentry's quiver of ash arrows of annihilation (48/48, 35.5-49.7 power, 25 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 35.5 - 49.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +9.5% Capacity: 48 Turns elapse between self-loadings: 1 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() sentry's quiver of elm arrows of torment (43/43, 21.5-30.1 power, 11 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 21.5 - 30.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Crit. chance: +1.0% Capacity: 43 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to torment the target Damage (Ranged): +11 mind / +12 darkness Arrows are used with bows to pierce your foes to death. |
![]() 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 / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 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 / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 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 / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
![]() Bethorawyn the Growwitch (dig speed 5 turns) Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical power: +9 (+2 eff.) Fatigue: -2% Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Str / +6 Cun / +1 Mag Changes resistances: +3% temporal / +6% arcane / +6% fire Changes resistances penetration: +20% nature Changes damage: +15% fire / +15% mind / +6% nature Critical mult.: +16.00% Mental save: +15 (+1 eff.) Infravision radius: +7 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Burnusher (dig speed 7 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +30.0% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 fire Changes stats: +23 Str / +20 Wil Changes resistances: +10% fire / +10% darkness / +18% temporal Changes resistances penetration: +20% temporal Changes damage: +6% mind / +9% temporal Mental crit. chance: +27% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Lightningwrest the voratun pickaxe (dig speed 19 turns) Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +7 Str / +3 Wil / +4 Con Changes resistances: +15% nature / +6% acid Changes resistances penetration: +10% lightning Changes damage: +10% nature / +15% blight Mana when firing critical spell: +5.00 Light radius: +1 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() iron pickaxe 'Airslicer' (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +21% fire Changes resistances penetration: +33% lightning / +25% darkness Changes damage: +12% lightning / +12% physical / +27% darkness Maximum life: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Mummified Egg-sac of Ungolë 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, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Armoredulin the Bleakmarrow Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Damage when hit (Melee): 24 darkness / 8 physical Changes stats: +3 Con Changes resistances: +6% acid Changes damage: +6% acid / +15% physical Critical mult.: +15.00% Physical save: +30 (+4 eff.) Only die when reaching: -60.00 life Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Ivuth the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Cun / +4 Str Changes resistances: +9% lightning / +18% nature / +15% blight Physical save: +40 (+5 eff.) Mental save: +9 (+1 eff.) Disease immunity: +20% Maximum stamina: +15.00 Light radius: -8 Infravision radius: +5 Healing mod.: +15% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (121 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() dwarven lantern 'Pusbraid' Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Str / +2 Mag Changes resistances: +13% darkness Changes resistances penetration: +10% nature / +10% arcane Changes damage: +15% light Damage affinity(heal): +5% light Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Mental save: +15 (+1 eff.) Blindness immunity: +50% Confusion immunity: +30% Spell crit. chance: +6% Light radius: +13 Infravision radius: +1 See stealth: +49 See invisible: +53 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 3151416404.14 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() ethereal alchemist's lamp of corpselight Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +11% blight / +11% darkness Spellpower: +18 (+2 eff.) Spell crit. chance: +5% Light radius: +5 Infravision radius: +5 See invisible: +11 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 30 cooldown : Effective talent level: 2.0 Power cost: 30 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 -1211431804 blight damage or heals 46 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() nightwalker's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Critical mult.: +12.00% Maximum life: +48.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() piercing brass lantern of the moons Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Changes resistances: +7% light Changes resistances penetration: +7% all Changes damage: +7% darkness Damage affinity(heal): +5% darkness Light radius: +4 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 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 12076175308.60 damage. The damage dealt will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() scorching brass lantern of the sun Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 14 fire Changes resistances: +7% darkness / +6% fire Changes damage: +7% light Damage affinity(heal): +5% light Light radius: +4 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 3151416404.14 light damage within radius 3. The damage done will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Blazebutcher the pouch of dwarven-steel shots (24/24, 40.5-48.6 power, 9 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 40.5 - 48.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +9.0% Capacity: 24 On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Travel speed: +200% Damage (Ranged): +16 fire / +14 bleed Burst (radius 1) on hit: +16 physical Burst (radius 2) on crit: +20 fire Shots are used with slings to pummel your foes to death. |
![]() Islakira the Dawnwaker (24/24, 20-24 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 70% Dex, 50% Cun Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 24 On weapon hit: * 53% chance to blind * Slows global speed by 53% * 53 arcane resource burn * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +16 light Burst (radius 2) on crit: +16 light / +24 fire Shots are used with slings to pummel your foes to death. |
![]() Scumsorrow the pouch of voratun shots (21/21, 55-66 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 20% chance to inflict 15% damage reduction * Slows global speed by 20% * 25% chance to put talents on cooldown * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Ranged): +15 acid / +23 darkness / +4 nature / +38 mind Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +4 nature / +4 darkness Shots are used with slings to pummel your foes to death. |
![]() Turudas the Duskshaper (21/21, 63-75.6 power, 18 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 63.0 - 75.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +19.0% Capacity: 21 On weapon hit: * 10% chance to crush the target Travel speed: +200% Damage (Ranged): +8 temporal / +44 darkness / +12 gravity / +33 cold / +16 blight Burst (radius 2) on crit: +4 temporal / +15 cold Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of steel shots of crippling (19/19, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +13.5% Capacity: 19 On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing * cripple the target Damage (Ranged): +11 bleed Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of steel shots of torment (22/22, 23-27.6 power, 2 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.0 - 27.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 22 On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage (Ranged): +11 bleed / +11 mind / +11 darkness Shots are used with slings to pummel your foes to death. |
![]() elemental pouch of stralite shots of warping (17/17, 44.5-53.4 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 On weapon hit: * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +17 temporal / +17 physical Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of dwarven-steel shots (20/20, 31-37.2 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.0 - 37.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 Damage (Ranged): +20 darkness Damage against: +14% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of dwarven-steel shots of amnesia (18/18, 34-40.8 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +20 darkness Damage against: +12% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of dwarven-steel shots of amnesia (15/19, 34.5-41.4 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +20 darkness Damage against: +14% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of dwarven-steel shots of gravity (19/21, 33.5-40.2 power, 3 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 10% chance to crush the target Damage (Ranged): +19 darkness / +14 gravity Damage against: +14% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of iron shots of amnesia (19/19, 14-16.8 power, 1 apr) Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 19 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +10 darkness Damage against: +7% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of iron shots of gravity (17/17, 16-19.2 power, 1 apr) Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 On weapon hit: * 10% chance to crush the target Damage (Ranged): +10 darkness / +8 gravity Damage against: +8% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of iron shots of persecution (9/16, 12-14.4 power, 1 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.0 - 14.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 On weapon hit: * disrupts spell-casting Damage (Ranged): +10 darkness Damage against: +8% Living / +10% Unnatural Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of steel shots of wind (20/20, 18-21.6 power, 2 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +15 darkness Damage against: +11% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of stralite shots (19/19, 42.5-51 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 Damage (Ranged): +25 darkness Damage against: +17% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of stralite shots of erosion (22/22, 40-48 power, 5 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 40.0 - 48.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 Damage (Ranged): +14 temporal / +25 darkness / +15 nature Damage against: +17% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of stralite shots of persecution (22/22, 43-51.6 power, 5 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.0 - 51.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * disrupts spell-casting Damage (Ranged): +25 darkness Damage against: +17% Living / +25% Unnatural Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of stralite shots of the leech (17/17, 44.5-53.4 power, 5 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 On weapon hit: * Slows global speed by 14% * leeches stamina from the target Damage (Ranged): +25 darkness Damage against: +17% Living Shots are used with slings to pummel your foes to death. |
![]() high-capacity pouch of stralite shots of erosion (58/58, 43-51.6 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.0 - 51.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 58 Damage (Ranged): +17 nature / +15 temporal When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of dwarven-steel shots of crippling (19/19, 35.5-42.6 power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.5 - 42.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +16.0% Capacity: 19 On weapon crit: * cripple the target * burns latent spell energy Damage (Ranged): +18 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of dwarven-steel shots of torment (13/14, 29.5-35.4 power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 29.5 - 35.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 14 On weapon hit: * 20% chance to torment the target On weapon crit: * burns latent spell energy Damage (Ranged): +18 manaburn arcane / +14 mind / +14 darkness Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of steel shots of gravity (16/16, 24-28.8 power, 2 apr) Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 24.0 - 28.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 On weapon hit: * 10% chance to crush the target On weapon crit: * burns latent spell energy Damage (Ranged): +10 gravity / +15 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of stralite shots of annihilation (17/17, 52.5-63 power, 15 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 52.5 - 63.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +15.5% Capacity: 17 On weapon crit: * burns latent spell energy Travel speed: +200% Damage (Ranged): +22 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of stralite shots of annihilation (23/23, 54.5-65.4 power, 15 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 54.5 - 65.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +15.5% Capacity: 23 On weapon crit: * burns latent spell energy Travel speed: +200% Damage (Ranged): +19 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of stralite shots of annihilation (18/18, 53.5-64.2 power, 15 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 53.5 - 64.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +15.5% Capacity: 18 On weapon crit: * burns latent spell energy Travel speed: +200% Damage (Ranged): +21 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of stralite shots of annihilation (19/19, 52.5-63 power, 15 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 52.5 - 63.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +15.5% Capacity: 19 On weapon crit: * burns latent spell energy Travel speed: +200% Damage (Ranged): +22 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() insidious pouch of stralite shots of annihilation (22/22, 55.5-66.6 power, 14 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 55.5 - 66.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Crit. chance: +15.5% Capacity: 22 Travel speed: +200% Damage (Ranged): +50 insidious poison Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots of crippling (19/19, 43.5-52.2 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +18.5% Capacity: 19 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots of gravity (19/19, 46.5-55.8 power, 5 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 46.5 - 55.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 On weapon hit: * 10% chance to crush the target Damage (Ranged): +17 gravity Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of steel shots of torment (20/20, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 On weapon hit: * 20% chance to torment the target * 10% chance to knock the target back Damage (Ranged): +29 physical / +11 mind / +11 darkness Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of steel shots of wind (22/22, 22-26.4 power, 2 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.0 - 26.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 22 On weapon hit: * 10% chance to create an air burst * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +29 physical Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of stralite shots of warping (20/20, 43.5-52.2 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target * 10% chance to knock the target back Damage (Ranged): +17 temporal / +59 physical Shots are used with slings to pummel your foes to death. |
![]() sentry's pouch of steel shots of daylight (44/44, 29.5-35.4 power, 8 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 29.5 - 35.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +4.5% Capacity: 44 Turns elapse between self-loadings: 3 Damage (Ranged): +8 light Damage against: +12% Undead Shots are used with slings to pummel your foes to death. |
![]() sentry's pouch of stralite shots of daylight (47/47, 54-64.8 power, 11 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 54.0 - 64.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Crit. chance: +5.5% Capacity: 47 Turns elapse between self-loadings: 2 Damage (Ranged): +15 light Damage against: +25% Undead Shots are used with slings to pummel your foes to death. |
![]() Arinne the stralite torque of thermal psionic shield [power 131] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to disease Changes stats: +2 Wil Changes resistances: +3% temporal Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +3 Silence Light radius: +4 See invisible: +9 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 131 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Boltparry the voratun torque of charged psionic shield [power 173] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to daze at end of turn Changes resistances: +6% arcane / +3% light Changes resistances penetration: +33% temporal Changes damage: +6% temporal Talent cooldown: Silence (-2 turns) Talent granted: +10 Silence It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 173 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Chyzor [power 93] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% * 20 arcane resource burn Damage when hit (Melee): 20 mind Changes resistances: +9% lightning / +6% light / +6% arcane / +24% cold / +6% nature / +15% darkness Changes damage: +9% acid It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Ragarek the Dourrage [power 55] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 20 darkness Changes resistances: +9% lightning / +12% light / +9% blight / +20% mind / +6% darkness Changes resistances penetration: +20% darkness Changes damage: +9% mind It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 55 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Splendourstalker the dwarven-steel torque of mindblast [power 225] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to blind Changes stats: +3 Str Changes resistances: +15% nature / +15% cold Maximum wards: +3 physical / +4 mind / +4 darkness Changes damage: +18% light Grants telepathy: Humanoid/Orc Talent granted: +1 Ward Spell save: +9 (+1 eff.) Infravision radius: +4 It can be used to fire a blast of psionic energies in a range 8 beam dealing 11250000111.38 to 22500000222.75 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
![]() quiet stralite torque of kinetic psionic shield [power 131] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() supercharged iron torque of thermal psionic shield [power 39] (26 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 39 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
![]() telekinetic iron torque of mindblast [power 97] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Talent granted: +2 Telekinetic Blast It can be used to fire a blast of psionic energies in a range 8 beam dealing 4850000048.02 to 9700000096.03 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
![]() telekinetic stralite torque of psychoportation [power 46] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent granted: +4 Telekinetic Blast It can be used to teleport randomly (rad 46), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Elyta the Dimlore [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Dex / +10 Mag Changes resistances: +9% light / +6% darkness Changes resistances penetration: +25% fire / +30% darkness / +15% light See invisible: +9 It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Poxpierce [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +15% nature Changes resistances penetration: +15% lightning Changes damage: +9% nature Grants telepathy: Humanoid/Orc Talent cooldown: Lay Web (-1 turn) Talent granted: +3 Lay Web Hate when firing a critical mind attack: +4.00 Maximum psi: +30.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +3% It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Sunblast [power 90] (20 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +1 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +18% fire Maximum wards: +5 acid / +5 nature / +5 light Changes resistances penetration: +20% darkness / +5% fire Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +5 Rushing Claws +1 Ward Only die when reaching: -60.00 life Maximum life: +30.00 Maximum stamina: +10.00 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Tree of Life Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Woebiter the elm totem of cure ailments [power 1] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +6 Physical power: +6 (+2 eff.) Armour: +8 Damage when hit (Melee): 20 darkness Changes stats: +3 Str Changes resistances penetration: +10% light Critical mult.: +12.00% Physical save: +30 (+4 eff.) Life regen: +0.80 Maximum stamina: +30.00 It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 3 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() ash totem of thorny skin 'Eilinema' [power 32] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Changes stats: +5 Con Changes resistances: +6% blight / +9% cold / +26% nature / +6% fire Talent cooldown: Lay Web (-1 turn) Talent granted: +3 Lay Web It can be used to harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() quick elven-wood totem of thorny skin [power 58] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 58 and armour hardiness by 60%, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
![]() rushing elven-wood totem of thorny skin [power 61] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 61 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() tentacled elven-wood totem of thorny skin [power 69] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() webbed elven-wood totem of cure ailments [power 4] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Lay Web (-1 turn) Talent granted: +5 Lay Web It can be used to remove up to 4 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Mayynor the Lavaquill [power 103] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 20 fire Changes stats: +6 Dex / +5 Mag Changes resistances: +12% mind / +21% fire Changes damage: +9% fire Blindness immunity: +15% Cut immunity: +15% Silence immunity: +15% It can be used to fire a bolt of a random element with (base) damage 52 to 103, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() overpowered elm wand of trap destruction [power 31] (22 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (31 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 22 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() striking ash wand of conjuration [power 193] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike It can be used to fire a bolt of a random element with (base) damage 96 to 193, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() striking elm wand of firewall [power 73] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Talent cooldown: Strike (-1 turn) Talent granted: +2 Strike It can be used to creates a wall of flames lasting 4 turns (dealing -1289934448 fire damage overall), putting 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. |
![]() void elm wand of clairvoyance [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Talent granted: +2 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 9, power 69 based on Magic), and detect the presence of nearby creatures for 3 turns, putting 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. |
![]() volcanic ash wand of firewall [power 137] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano It can be used to creates a wall of flames lasting 4 turns (dealing 815098382 fire damage overall), putting 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. |
![]() volcanic yew wand of conjuration [power 259] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +4 Volcano It can be used to fire a bolt of a random element with (base) damage 130 to 259, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By test test the Homosuperior Paradox Mage level 50
37th Dusk 122nd year of Ascendancy at 11:28 see stats
By test test the Homosuperior Paradox Mage level 9
75th Pyre 122nd year of Ascendancy at 18:23 see stats
By test test the Homosuperior Paradox Mage level 50
38th Dusk 122nd year of Ascendancy at 10:33 see stats
By test test the Homosuperior Paradox Mage level 50
38th Dusk 122nd year of Ascendancy at 17:21 see stats
By test test the Homosuperior Paradox Mage level 10
75th Pyre 122nd year of Ascendancy at 18:23 see stats
By test test the Homosuperior Paradox Mage level 20
75th Pyre 122nd year of Ascendancy at 18:23 see stats
By test test the Homosuperior Paradox Mage level 30
75th Pyre 122nd year of Ascendancy at 18:23 see stats
By test test the Homosuperior Paradox Mage level 40
75th Pyre 122nd year of Ascendancy at 18:23 see stats
By test test the Homosuperior Paradox Mage level 50
75th Pyre 122nd year of Ascendancy at 18:23 see stats
By test test the Homosuperior Paradox Mage level 50
36th Dusk 122nd year of Ascendancy at 04:55 see stats
By test test the Homosuperior Paradox Mage level 50
31st Dusk 122nd year of Ascendancy at 07:04 see stats
By test test the Homosuperior Paradox Mage level 50
30th Dusk 122nd year of Ascendancy at 15:23 see stats
By test test the Homosuperior Paradox Mage level 50
39th Dusk 122nd year of Ascendancy at 18:34 see stats
By test test the Homosuperior Paradox Mage level 50
30th Dusk 122nd year of Ascendancy at 15:23 see stats
By test test the Homosuperior Paradox Mage level 50
30th Dusk 122nd year of Ascendancy at 15:23 see stats
By test test the Homosuperior Paradox Mage level 50
34th Dusk 122nd year of Ascendancy at 21:26 see stats
By test test the Homosuperior Paradox Mage level 50
32nd Dusk 122nd year of Ascendancy at 08:28 see stats
By test test the Homosuperior Paradox Mage level 50
30th Dusk 122nd year of Ascendancy at 15:23 see stats
By test test the Homosuperior Paradox Mage level 4
75th Pyre 122nd year of Ascendancy at 18:23 see stats
By test test the Homosuperior Paradox Mage level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
Test test speeds up.
Test test is no longer poisoned.