




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 / 131% |
Size | medium |
Lifes / Deaths | Killed by war hound at level 50 on the 46th Dusk 122nd year of Ascendancy at 11:30 / 1 |
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 | -244/21135 |
Paradox | 300 |
Healing Factor | 1.3559322033898 |
Regeneration | 135.59322033898 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +245% |
Spell | +200% |
Global | +385% |
Vision
Sight | 10 |
Lite | 0 |
Offense: Mainhand
Damage | 46 |
Accuracy | 76 |
Crit Chance | 0% |
APR | 150 |
Speed | 0.33 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 0% |
Speed | 0.33333333333333 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 0% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +98% |
Blight | +98% |
Arcane | +98% |
Cold | +108% |
All | 0% |
Mind | +98% |
Lightning | +98% |
Light | +98% |
Temporal | +98% |
Physical | +98% |
Darkness | +98% |
Fire | +98% |
Nature | +98% |
Offense: Damage Penetration
Acid | +98% |
Blight | +98% |
Arcane | +98% |
Cold | +98% |
Lightning | +98% |
Darkness | +98% |
Light | +98% |
Temporal | +98% |
Physical | +98% |
Mind | +98% |
Fire | +98% |
Nature | +98% |
Defense: Base
Armour (hardiness) | 148 (100%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 166 |
Spell Save | 166 |
Mental Save | 167 |
Defense: Resistances
Acid | + 98%(100%) |
Blight | + 98%(100%) |
Arcane | + 98%(100%) |
Cold | + 98%(100%) |
All | 0%(100%) |
Mind | + 98%(100%) |
Lightning | + 98%(100%) |
Light | + 98%(100%) |
Temporal | + 98%(100%) |
Physical | + 3%(100%) |
Darkness | + 98%(100%) |
Fire | + 3%(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 |
| 5/5 |
| 5/5 |
| 5/5 |
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
talent | Disintegration |
detrimental effect | The target is on fire, taking 3.06 fire damage per turn. Burning |
detrimental effect | Huge cut that bleeds, doing 140.11 physical damage per turn. Bleeding |
detrimental effect | The target physical resistance is reduced by 95%. Lowered physical resistance |
detrimental effect | The target fire resistance is reduced by 95%. Lowered fire resistance |
detrimental effect | The target is poisoned and sick, doing 66.81 nature damage per turn. Each time it tries to use a talent there is 18% chance of failure. Crippling Poison |
detrimental effect | The target is suffering from disabling wounds, reducing their critical strike chance by 55%. Scoundrel's Strategies |
detrimental effect | The target is poisoned, taking 152.85 nature damage per turn and unable to move (but can otherwise act freely). Spydric Poison |
Quests
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
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: - 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 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
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: 9 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. |
![]() movement infusion (559% 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 559% 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. |
![]() movement infusion (712% speed; 9 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: 20 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 9 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. |
![]() regeneration infusion (heal 433 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 433 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 13 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. |
![]() wild infusion of the titan (resist 36%; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() biting gale rune (235 cold damage; freeze 3 turns with power 22) 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 direct a cone of chilling stormwind doing 235.04 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 22 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental 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. |
![]() 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. |
![]() lightning rune (649 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 216.48 to 649.44 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. |
![]() manasurge rune (1462% regen over 10 turns; 73 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1462% for 10 turns and instantly restoring 73 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Hellsquench Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +9 Cun Changes resistances: +20% mind / +9% fire Changes resistances penetration: +33% mind Changes damage: +21% lightning / +9% fire Amulets can have magical properties. |
![]() protective copper amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Changes resistances cap: +3% all Physical save: +11 (+2 eff.) Blindness immunity: +16% Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
![]() starlit gold amulet of willpower (+7) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes resistances: +22% light / +22% darkness Blindness immunity: +38% Amulets can have magical properties. |
![]() steel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
![]() steel amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +14 Critical mult.: +14.00% Amulets can have magical properties. |
![]() wanderer's steel amulet of magic (+6) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +6 Mag / +6 Cun / +6 Con Life regen: +0.80 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
![]() Dairygadan the voratun ring Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +17 Physical crit. chance: +2.0% Defense: +17 (+4 eff.) Changes stats: +1 Dex / +6 Mag / +8 Wil / +8 Cun Changes resistances: +40% lightning Changes resistances penetration: +10% physical Changes damage: +20% lightning / +9% blight Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Maximum vim: +40.00 Spellpower: +6 (+1 eff.) Mindpower: +13 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Halyhor the gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Str / +7 Dex Changes resistances: +26% light / +6% arcane Reduces incoming crit damage: 10.00% Maximum encumbrance: +30 Spell save: +6 (+1 eff.) Mental save: +40 (+4 eff.) Stun/Freeze immunity: +20% Rings can have magical properties. |
![]() Rootvengeance Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Fatigue: -9% Damage when hit (Melee): 4 temporal Changes stats: +9 Str / +10 Con Changes resistances: +15% nature / +13% blight Changes resistances penetration: +10% mind Changes damage: +6% nature Grants telepathy: Dragon Maximum encumbrance: +40 Poison immunity: +30% Disease immunity: +26% Maximum hate: +8.00 Maximum psi: +30.00 Mental crit. chance: +3% Rings can have magical properties. |
![]() Turugund Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes resistances: +38% acid Changes damage: +19% acid / +3% arcane / +3% blight Critical mult.: +15.00% Mental save: +30 (+3 eff.) Confusion immunity: +99% Mana when firing critical spell: +4.00 Spellpower: +4 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
![]() Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold 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 34.00 cold and 32.36 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. |
![]() Writhing Ring of the Hunter Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-3 eff.) Spell save: -30 (-3 eff.) Mental save: -30 (-4 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Xydheth the stralite ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +2 Changes stats: +5 Str / +2 Wil / +6 Cun / +4 Con Changes damage: +9% physical Mental save: +20 (+2 eff.) Disarm immunity: +39% Pinning immunity: +44% Knockback immunity: +44% Stamina each turn: +0.80 Maximum life: +44.00 Maximum hate: +4.00 Maximum psi: +40.00 Mental crit. chance: +4% Rings can have magical properties. |
![]() copper ring 'Vorygawe' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +7 Dex / +3 Wil / +6 Con Changes resistances: +24% cold Changes resistances penetration: +20% physical Changes damage: +12% cold Stamina each turn: +0.60 Mindpower: +6 (+1 eff.) Healing mod.: +35% Rings can have magical properties. |
![]() copper ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +0.80 Maximum life: +52.00 Healing mod.: +14% Rings can have magical properties. |
![]() pixie's gold ring of blinding strikes Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 25% chance to blind Damage (Melee): 37 light Effects on ranged hit: * 25% chance to blind Damage (Ranged): 37 light Changes stats: +6 Cun / +6 Mag Spellpower: +10 (+2 eff.) Rings can have magical properties. |
![]() treant's steel ring of tenacity Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +8% nature / +9% blight Poison immunity: +18% Disease immunity: +17% Disarm immunity: +32% Pinning immunity: +27% Knockback immunity: +32% Maximum life: +32.00 Rings can have magical properties. |
![]() Chalidukhad the Kindlegrinder (77.5-116.25 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: 77.5 - 116.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +4 Physical power: +8 (+2 eff.) Armour: +6 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Damage when hit (Melee): 12 acid Changes stats: +3 Str / +3 Con Changes damage: +12% fire Maximum life: +40.00 Massive two-handed battleaxes. |
![]() Dourhash the voratun battleaxe (54-81 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.0 - 81.0 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: * 16% chance to inflict 15% damage reduction * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage Shield penetration (this weapon only): +20% Damage (Melee): +16 temporal When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +3 Physical crit. chance: +20.0% Physical power: +19 (+4 eff.) Defense: +19 (+5 eff.) Changes resistances: +6% darkness Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) Poison immunity: +15% Disarm immunity: +69% Massive two-handed battleaxes. |
![]() Emelobeth the steel battleaxe (20.5-30.75 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: 20.5 - 30.8 Uses stat: 120% Str Damage type: Acid Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +25 (+6 eff.) Ranged Defense: +12 (+3 eff.) Changes resistances: +12% lightning / +9% cold / +15% nature / +15% fire Changes damage: +9% acid Blindness immunity: +40% Disarm immunity: +45% Pinning immunity: +30% Massive two-handed battleaxes. |
![]() Hanofast (48-72 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: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +12.5% Attack speed: 111% Damage (Melee): +20 physical When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +4.0% Armour: +8 Damage when hit (Melee): 16 physical Changes stats: +9 Dex Changes resistances: +12% acid Changes resistances penetration: +15% physical Changes damage: +6% physical Reduces incoming crit damage: 20.00% Blindness immunity: +15% Massive two-handed battleaxes. |
![]() Stormshaper (32.5-48.75 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 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: * 27 arcane resource burn Damage (Melee): +8 acid / +16 lightning Burst (radius 1) on hit: +20 acid When wielded/worn: Accuracy: +16 (+3 eff.) Armour: +4 Damage when hit (Melee): 8 lightning Changes resistances: +3% physical Changes resistances penetration: +20% acid Life regen: +1.20 Massive two-handed battleaxes. |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +6 Dex Changes resistances: +9% acid / +6% nature / +12% mind Mental save: +20 (+2 eff.) Silence immunity: +30% Massive two-handed battleaxes. |
![]() Zerymathel the Noonbile (30-45 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: 30.0 - 45.0 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: * 53% chance to blind Damage (Melee): +8 mind When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +10 Str / +8 Con Changes resistances: +9% light Changes damage: +9% light / +13% physical Stamina when hit: +3.00 Light radius: +4 Infravision radius: +4 See invisible: +27 Massive two-handed battleaxes. |
![]() acidic stralite battleaxe of massacre (62.5-93.75 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: 62.5 - 93.8 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: * splashes the target with acid Damage (Melee): +24 acid Massive two-handed battleaxes. |
![]() balanced dwarven-steel battleaxe of amnesia (30.5-45.75 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: 30.5 - 45.8 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 to put talents on cooldown When wielded/worn: Accuracy: +16 (+3 eff.) Defense: +14 (+4 eff.) Disarm immunity: +53% Massive two-handed battleaxes. |
![]() blazebringer's dwarven-steel battleaxe (31.5-47.25 power, 2 apr) Requires: - Strength 24 Infused by nature 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% Burst (radius 2) on crit: +17 fire When wielded/worn: Changes resistances penetration: +16% fire Global speed: +6% Massive two-handed battleaxes. |
![]() chilling dwarven-steel battleaxe of rage (34-51 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +28 cold When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +6 Str Changes damage: +16% physical Stamina when hit: +3.00 Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe 'Blindglean' (33-49.5 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: 33.0 - 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% Damage (Melee): +40 light When wielded/worn: Accuracy: +16 (+3 eff.) Defense: +16 (+4 eff.) Changes stats: +7 Cun / +4 Wil Disarm immunity: +48% Hate when firing a critical mind attack: +6.00 Mental crit. chance: +10% Heals friendly targets nearby when you use a nature summon: +30 Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe of crippling (29-43.5 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: 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 crit: * cripple the target When wielded/worn: Physical crit. chance: +16.0% Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe of torment (31-46.5 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: 31.0 - 46.5 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: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +16% mind / +10% darkness Massive two-handed battleaxes. |
![]() elemental iron battleaxe of shearing (13.5-20.25 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3 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 When wielded/worn: Armour penetration: +10 Changes resistances penetration: +13% acid / +10% physical / +13% cold / +13% lightning / +13% fire Changes damage: +10% physical Massive two-handed battleaxes. |
![]() glacial iron battleaxe of purging (15.5-23.25 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 nature Burst (radius 2) on crit: +14 ice When wielded/worn: Armour: +10 Changes resistances penetration: +10% cold Massive two-handed battleaxes. |
![]() insidious dwarven-steel battleaxe of disruption (32.5-48.75 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: 32.5 - 48.8 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: * disrupts spell-casting Damage (Melee): +48 insidious poison Damage against: +28% Unnatural Massive two-handed battleaxes. |
![]() insidious dwarven-steel battleaxe of massacre (44-66 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: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +56 insidious poison Massive two-handed battleaxes. |
![]() quick 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: 111% 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: +19 (+4 eff.) Changes stats: +9 Dex Massive two-handed battleaxes. |
![]() thought-forged voratun battleaxe of persecution (57.5-86.25 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 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 cause random gloom Damage (Melee): +33 mind Damage against: +42% Unnatural When wielded/worn: Changes stats: +5 Cun / +20 Wil Massive two-handed battleaxes. |
![]() thunderous stralite battleaxe of disruption (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: * 41% chance to daze at end of turn * disrupts spell-casting Damage against: +35% Unnatural When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Mag / +5 Wil / +6 Cun / +6 Con Changes resistances penetration: +19% lightning Massive two-handed battleaxes. |
![]() thunderous stralite battleaxe of persecution (41.5-62.25 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: 41.5 - 62.3 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: * 41% chance to daze at end of turn Damage against: +24% Unnatural When wielded/worn: Changes stats: +6 Str / +6 Dex / +5 Mag / +14 Wil / +6 Cun / +6 Con Changes resistances penetration: +19% lightning Massive two-handed battleaxes. |
![]() truestriking dwarven-steel battleaxe of crippling (28-42 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: 28.0 - 42.0 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 crit: * cripple the target When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +16 Physical crit. chance: +16.0% Changes resistances penetration: +16% physical Massive two-handed battleaxes. |
![]() truestriking dwarven-steel battleaxe of the leech (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: 100% On weapon hit: * Slows global speed by 17% * leeches stamina from the target When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +16 Damage when hit (Melee): 19 nature slow Changes resistances penetration: +16% physical Massive two-handed battleaxes. |
![]() truestriking stralite battleaxe of persecution (41-61.5 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: 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% Damage against: +35% Unnatural When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +19 Changes stats: +6 Wil Changes resistances penetration: +19% physical Massive two-handed battleaxes. |
![]() voratun battleaxe 'Kindlerace' (58-87 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 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: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease * 25% chance for lightning to arc to a second target * Random elemental explosion Damage (Melee): +28 blight / +26 lightning / +8 physical Burst (radius 1) on hit: +12 fire When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +6% temporal Changes resistances penetration: +21% acid / +24% fire / +24% cold / +23% lightning Changes damage: +3% physical Physical save: +10 (+2 eff.) Disease immunity: +46% Maximum stamina: +30.00 Massive two-handed battleaxes. |
![]() 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: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +16.0% Massive two-handed battleaxes. |
![]() warbringer's stralite battleaxe of crippling (46.5-69.75 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: 46.5 - 69.8 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: Physical crit. chance: +19.0% Physical power: +19 (+4 eff.) Changes stats: +7 Con Changes resistances penetration: +19% physical Disarm immunity: +42% Massive two-handed battleaxes. |
![]() Hellsraven the steel dagger (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Infused by nature 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: * 53% chance to corrode armour by 30% Damage (Melee): +24 insidious poison / +16 fire Burst (radius 1) on hit: +12 acid When wielded/worn: Changes stats: +7 Cun Changes damage: +15% acid / +12% mind Grants telepathy: Demon/Minor Demon/Major Mindpower: +10 (+2 eff.) 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: 55% Dex, 35% Str 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. |
![]() Unryruitir the Biledare (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] 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: * 25% chance for lightning to arc to a second target Damage (Melee): +15 lightning / +8 darkness / +20 cold / +12 nature / +12 fire When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Effects on melee hit: * Slows global speed by 40% Changes resistances: +3% darkness Changes resistances penetration: +20% nature Changes damage: +9% nature Critical mult.: +16.00% Sharp, short and deadly. |
![]() balanced iron dagger of amnesia (11-14.3 power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 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: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+2 eff.) Disarm immunity: +21% Sharp, short and deadly. |
![]() balanced iron dagger of disruption (10-13 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: 10.0 - 13.0 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: * disrupts spell-casting Damage against: +8% Unnatural When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+2 eff.) Disarm immunity: +21% Sharp, short and deadly. |
![]() balanced steel dagger of projection (11-14.3 power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% 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: Accuracy: +8 (+2 eff.) Defense: +8 (+2 eff.) Disarm immunity: +26% Sharp, short and deadly. |
![]() balanced voratun dagger of rage (40-52 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 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% When wielded/worn: Accuracy: +22 (+5 eff.) Defense: +12 (+3 eff.) Changes stats: +6 Str Changes damage: +9% physical Disarm immunity: +36% Stamina when hit: +2.00 Sharp, short and deadly. |
![]() caustic steel dagger of disruption (13-16.9 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to corrode armour by 30% * disrupts spell-casting Damage against: +12% Unnatural When wielded/worn: Changes resistances penetration: +8% acid Life regen: +2.00 Sharp, short and deadly. |
![]() glacial iron dagger of erosion (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 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% Damage (Melee): +7 nature / +7 temporal Burst (radius 2) on crit: +8 ice When wielded/worn: Armour: +5 Changes resistances penetration: +6% cold Sharp, short and deadly. |
![]() glacial stralite dagger of erosion (27.5-35.75 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 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): +14 nature / +14 temporal Burst (radius 2) on crit: +15 ice When wielded/worn: Armour: +11 Changes resistances penetration: +11% cold Sharp, short and deadly. |
![]() glacial voratun dagger (39-50.7 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 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% Burst (radius 2) on crit: +24 ice When wielded/worn: Armour: +12 Changes resistances penetration: +12% cold Sharp, short and deadly. |
![]() hateful steel dagger of purging (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +9 nature / +9 darkness Damage against: +9% Living Sharp, short and deadly. |
![]() hateful voratun dagger of crippling (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 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): +16 darkness Damage against: +16% Living When wielded/worn: Physical crit. chance: +11.0% Sharp, short and deadly. |
![]() inquisitor's voratun dagger of purging (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 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: * 20 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * burns latent spell energy Damage (Melee): +16 nature Sharp, short and deadly. |
![]() insidious stralite dagger of massacre (39.5-51.35 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 39.5 - 51.4 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): +40 insidious poison Sharp, short and deadly. |
![]() insidious stralite dagger of persecution (27-35.1 power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 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% Damage (Melee): +40 insidious poison Damage against: +17% Unnatural When wielded/worn: Changes stats: +5 Wil Sharp, short and deadly. |
![]() iron dagger of ruin (10-13 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 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% When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Critical mult.: +10.00% Sharp, short and deadly. |
![]() quick voratun dagger of ruin (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Physical crit. chance: +12.0% Changes stats: +6 Dex Critical mult.: +16.00% Sharp, short and deadly. |
![]() steel dagger 'Erelukor' (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Str, 45% Dex Damage type: Fire Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Damage when hit (Melee): 12 physical Changes stats: +4 Str / +3 Cun Changes resistances penetration: +8% physical Changes damage: +30% physical Physical save: +40 (+5 eff.) Mental save: +9 (+1 eff.) Maximum stamina: +10.00 Mindpower: +8 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +66 Sharp, short and deadly. |
![]() stralite dagger of shearing (27.5-35.75 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 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: +7 Changes resistances penetration: +11% physical Changes damage: +11% physical Sharp, short and deadly. |
![]() truestriking dwarven-steel dagger of ruin (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Physical crit. chance: +9.0% Changes resistances penetration: +9% physical Critical mult.: +13.00% Sharp, short and deadly. |
![]() truestriking dwarven-steel dagger of ruin (15.5-20.15 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +18 Physical crit. chance: +9.0% Changes resistances penetration: +8% physical Critical mult.: +11.00% Sharp, short and deadly. |
![]() truestriking steel dagger of evisceration (10-13 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +8 (+2 eff.) Changes resistances penetration: +8% physical Sharp, short and deadly. |
![]() truestriking voratun dagger (39.5-51.35 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 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% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Changes resistances penetration: +12% physical Sharp, short and deadly. |
![]() truestriking 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% 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: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Physical crit. chance: +12.0% Physical power: +12 (+3 eff.) Changes resistances penetration: +12% physical Sharp, short and deadly. |
![]() voratun dagger of shearing (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% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Changes resistances penetration: +12% physical Changes damage: +10% physical Sharp, short and deadly. |
![]() warbringer's stralite dagger of purging (26.5-34.45 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: 26.5 - 34.5 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% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 nature When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +11% physical Disarm immunity: +22% Sharp, short and deadly. |
![]() warbringer's voratun dagger (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 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% When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +4 Con Changes resistances penetration: +12% physical Disarm immunity: +28% Sharp, short and deadly. |
![]() Belisin the steel greatmaul (42-63 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Fatigue: -6% Effects on melee hit: * 26 arcane resource burn Changes stats: +2 Str / +5 Con Changes resistances: +18% fire / +18% mind / +12% nature Light radius: +4 See invisible: +15 Massive two-handed mauls. |
![]() Blastveil (20.5-30.75 power, 1 apr) Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 53% chance to blind * 53% chance to cause random gloom Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +16 lightning / +12 fire When wielded/worn: Damage when hit (Melee): 26 mind Changes resistances penetration: +10% fire Changes damage: +12% mind / +12% lightning Light radius: +4 Global speed: +3% Massive two-handed mauls. |
![]() Boriruidin the Prismtrencher (51.5-77.25 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.5 - 77.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +24 darkness Burst (radius 1) on hit: +12 light Damage against: +24% Living When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Changes resistances: +18% blight Changes resistances penetration: +20% light Changes damage: +15% light Knockback immunity: +25% Light radius: +3 Massive two-handed mauls. |
![]() Camavor (55.5-83.25 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.5 - 83.3 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: * 40% chance to corrode armour by 30% * 20% chance to torment the target Damage (Melee): +8 acid Burst (radius 1) on hit: +24 acid Burst (radius 2) on crit: +20 acid When wielded/worn: Effects on melee hit: * Slows global speed by 40% * 40% chance to corrode armour by 30% Changes resistances: +6% arcane / +9% lightning Changes resistances penetration: +19% mind / +19% darkness Changes damage: +9% acid Massive two-handed mauls. |
![]() Glowpall (18-27 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 53% chance to blind * Slows global speed by 12% * leeches stamina from the target Damage (Melee): +8 light / +16 mind Burst (radius 1) on hit: +8 light / +32 fire When wielded/worn: Damage when hit (Melee): 20 light / 12 nature slow Changes resistances: +20% mind Changes damage: +15% mind / +12% light Massive two-handed mauls. |
![]() Islegavena (45-67.5 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 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: * Slows global speed by 53% Damage (Melee): +20 mind / +20 darkness Damage against: +20% Living When wielded/worn: Changes stats: +5 Cun Changes resistances: +9% cold / +9% light / +12% temporal Critical mult.: +25.00% Spell save: +30 (+4 eff.) Hate when firing a critical mind attack: +5.00 Mindpower: +6 (+1 eff.) Massive two-handed mauls. |
![]() Skystreaker the stralite greatmaul (53.5-80.25 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +20 darkness / +12 nature Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +12 nature / +20 lightning Damage against: +23% Living When wielded/worn: Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 8 mind / 16 lightning Changes resistances: +9% lightning Changes damage: +9% mind Massive two-handed mauls. |
![]() balanced steel greatmaul of phasing (26-39 power, 15 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +41% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+3 eff.) Disarm immunity: +45% Massive two-handed mauls. |
![]() balanced stralite greatmaul of projection (56.5-84.75 power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 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% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +19 (+5 eff.) Disarm immunity: +50% Massive two-handed mauls. |
![]() caustic stralite greatmaul of purging (54-81 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: 54.0 - 81.0 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: * 38% chance to corrode armour by 30% * 25% chance to remove a magical effect Damage (Melee): +23 nature When wielded/worn: Changes resistances penetration: +19% acid Life regen: +3.00 Massive two-handed mauls. |
![]() chilling iron greatmaul (18.5-27.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +14 cold Massive two-handed mauls. |
![]() hateful stralite greatmaul of persecution (54.5-81.75 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic 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% Damage (Melee): +24 darkness Damage against: +24% Living / +35% Unnatural When wielded/worn: Changes stats: +7 Wil Massive two-handed mauls. |
![]() warbringer's stralite greatmaul of purging (57.5-86.25 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: 57.5 - 86.3 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: * 25% chance to remove a magical effect Damage (Melee): +24 nature When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +9 Con Changes resistances penetration: +13% physical Disarm immunity: +42% Massive two-handed mauls. |
![]() Arera the voratun greatsword (63-100.8 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Blight Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 28% chance to inflict 15% damage reduction * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage Shield penetration (this weapon only): +30% Burst (radius 1) on hit: +21 fire When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +21.0% Physical power: +17 (+4 eff.) Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Damage when hit (Melee): 12 physical Life regen: +0.80 Maximum stamina: +20.00 Massive two-handed swords. |
![]() Eruhad (57-91.2 power, 7 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: 57.0 - 91.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 acid When wielded/worn: Armour penetration: +7 Armour: +8 Changes stats: +3 Dex / +5 Con Changes resistances: +9% acid Critical mult.: +6.00% Healing mod.: +25% Massive two-handed swords. |
![]() Flowersage the iron greatsword (28.5-45.6 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: 28.5 - 45.6 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: * Slows global speed by 40% Damage (Melee): +12 nature Burst (radius 1) on hit: +8 acid When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +12% nature / +2% physical Physical save: +9 (+1 eff.) Life regen: +0.80 Maximum life: +20.00 Massive two-handed swords. |
![]() Isinor the Torchvenom (53-84.8 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: 53.0 - 84.8 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 hit: * 53% chance to cause random gloom Damage (Melee): +20 fire / +8 mind Burst (radius 1) on hit: +8 mind When wielded/worn: Armour: +4 Changes stats: +6 Str / +2 Cun Changes resistances: +6% light / +15% blight Changes damage: +6% fire Massive two-handed swords. |
![]() Sewerlore (47-75.2 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: 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: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +12 mind When wielded/worn: Damage when hit (Melee): 24 mind / 12 nature Changes resistances: +6% arcane / +9% temporal Spell save: +12 (+2 eff.) Equilibrium when hit: +0.20 Heals friendly targets nearby when you use a nature summon: +66 Massive two-handed swords. |
![]() Xydhena the steel greatsword (22-35.2 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 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: 100% When wielded/worn: Armour: +8 Changes stats: +5 Dex / +2 Wil / +8 Cun Changes resistances: +25% acid / +6% temporal / +16% lightning / +16% fire / +6% arcane / +16% cold Spell save: +13 (+2 eff.) Mental save: +12 (+1 eff.) Confusion immunity: +15% Stun/Freeze immunity: +30% Light radius: +4 Massive two-handed swords. |
![]() balanced dwarven-steel greatsword of erosion (37.5-60 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: 37.5 - 60.0 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): +20 nature / +19 temporal When wielded/worn: Accuracy: +16 (+3 eff.) Defense: +16 (+4 eff.) Disarm immunity: +53% Massive two-handed swords. |
![]() balanced steel greatsword of erosion (21.5-34.4 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: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 nature / +16 temporal When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+3 eff.) Disarm immunity: +45% Massive two-handed swords. |
![]() balanced steel greatsword of purging (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: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +16 nature When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +13 (+3 eff.) Disarm immunity: +45% Massive two-handed swords. |
![]() balanced stralite greatsword of purging (49-78.4 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: 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: * 25% chance to remove a magical effect Damage (Melee): +24 nature When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +19 (+5 eff.) Disarm immunity: +60% Massive two-handed swords. |
![]() caustic voratun greatsword of the leech (62-99.2 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 42% chance to corrode armour by 30% * Slows global speed by 26% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 28 nature slow Changes resistances penetration: +20% acid Life regen: +4.00 Massive two-handed swords. |
![]() dwarven-steel greatsword 'Daimeleg' (36-57.6 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 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% On weapon hit: * disrupts spell-casting Damage (Melee): +8 mind Damage against: +28% Unnatural When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +30% fire Critical mult.: +15.00% Psi when hit: +0.12 Mindpower: +12 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +50 Massive two-handed swords. |
![]() glacial steel greatsword of amnesia (26-41.6 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 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 hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +21 ice When wielded/worn: Armour: +13 Changes resistances penetration: +13% cold Massive two-handed swords. |
![]() glacial steel greatsword of evisceration (23-36.8 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: 23.0 - 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: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Burst (radius 2) on crit: +21 ice When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Armour: +13 Changes resistances penetration: +13% cold Massive two-handed swords. |
![]() hateful stralite greatsword of nature (45-72 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 45.0 - 72.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 darkness Damage against: +24% Living When wielded/worn: Changes resistances: +13% all Changes resistances penetration: +19% nature Massive two-handed swords. |
![]() inquisitor's dwarven-steel greatsword of ruin (33.5-53.6 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 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: * 27 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Armour penetration: +14 Physical crit. chance: +16.0% Critical mult.: +23.00% Massive two-handed swords. |
![]() plaguebringer's iron greatsword of shearing (14.5-23.2 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 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% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 12% chance to disease Damage (Melee): +12 blight When wielded/worn: Armour penetration: +10 Changes resistances penetration: +10% physical Changes damage: +10% physical Disease immunity: +20% Massive two-handed swords. |
![]() quick steel greatsword of evisceration (23-36.8 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: 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 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: +13 (+3 eff.) Changes stats: +6 Dex Massive two-handed swords. |
![]() quick stralite greatsword of purging (48.5-77.6 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: 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: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +24 nature When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +9 Dex Massive two-handed swords. |
![]() steel greatsword 'Faloldir' (25-40 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: 25.0 - 40.0 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 crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Grants telepathy: All Disease immunity: +10% Disarm immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +15% Massive two-handed swords. |
![]() stralite greatsword of projection (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: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% 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) Massive two-handed swords. |
![]() thought-forged iron greatsword of erosion (16.5-26.4 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 21% chance to cause random gloom Damage (Melee): +12 nature / +13 mind / +12 temporal When wielded/worn: Changes stats: +5 Cun / +3 Wil Massive two-handed swords. |
![]() thunderous steel greatsword (27-43.2 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: 27.0 - 43.2 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: * 24% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +13% lightning Massive two-handed swords. |
![]() thunderous steel greatsword of amnesia (26-41.6 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 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 hit: * 24% chance to daze at end of turn * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +3 Cun / +5 Con Changes resistances penetration: +13% lightning Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword (34-54.4 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: 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% When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +16 Changes resistances penetration: +16% physical Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of disruption (33-52.8 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 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 hit: * disrupts spell-casting Damage against: +20% Unnatural When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +16 Changes resistances penetration: +16% physical Massive two-handed swords. |
![]() truestriking iron greatsword of the leech (15-24 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: 15.0 - 24.0 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% * leeches stamina from the target When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Damage when hit (Melee): 12 nature slow Changes resistances penetration: +10% physical Massive two-handed swords. |
![]() truestriking stralite greatsword of ruin (51-81.6 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: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +38 Physical crit. chance: +19.0% Changes resistances penetration: +19% physical Critical mult.: +26.00% Massive two-handed swords. |
![]() voratun greatsword of projection (63.5-101.6 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 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: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Massive two-handed swords. |
![]() warbringer's dwarven-steel greatsword of shearing (38-60.8 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: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +14 Physical power: +16 (+4 eff.) Changes stats: +7 Con Changes resistances penetration: +32% physical Changes damage: +16% physical Disarm immunity: +35% Massive two-handed swords. |
![]() warbringer's stralite greatsword (49.5-79.2 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: 49.5 - 79.2 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: Physical power: +19 (+4 eff.) Changes stats: +9 Con Changes resistances penetration: +19% physical Disarm immunity: +38% Massive two-handed swords. |
![]() Islimira the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * 30% chance to corrode armour by 30% Travel speed: +200% Damage (Ranged): +42 fire Burst (radius 1) on hit: +2 blight / +2 arcane Burst (radius 2) on crit: +2 arcane / +2 blight When wielded/worn: Changes resistances: +5% arcane / +9% acid Changes resistances penetration: +38% acid / +23% fire Life regen: +4.00 Global speed: +9% Longbows are used to shoot arrows at your foes. |
![]() Silyriavea Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +26 lightning When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Armour: +4 Ranged Defense: +2 (+1 eff.) Changes resistances: +6% nature / +1% physical Changes resistances penetration: +14% physical Changes damage: +23% lightning / +18% physical Physical save: +9 (+1 eff.) Teleport immunity: +15% Longbows are used to shoot arrows at your foes. |
![]() ash longbow Requires: - Dexterity 16 - Talent Shoot 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: +7 Longbows are used to shoot arrows at your foes. |
![]() caustic elven-wood longbow of nature Requires: - Dexterity 35 - Talent Shoot Infused by nature 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: * 26% chance to corrode armour by 30% Damage (Ranged): +38 nature When wielded/worn: Changes resistances: +11% all Changes resistances penetration: +20% acid / +20% nature Life regen: +4.00 Longbows are used to shoot arrows at your foes. |
![]() elm longbow 'Chargesin' Requires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting 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 On weapon hit: * 53% chance to daze at end of turn * 53% chance to cause random gloom On weapon crit: * silences the target Damage (Ranged): +14 nature Burst (radius 2) on crit: +4 lightning / +6 fire When wielded/worn: Changes resistances: +3% mind / +6% lightning Changes resistances penetration: +11% nature / +10% lightning Changes damage: +21% mind / +18% fire Longbows are used to shoot arrows at your foes. |
![]() elm longbow 'Ivyssra' Requires: - Dexterity 11 - Talent Shoot Crafted by a master 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 Burst (radius 1) on hit: +6 mind When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +5.0% Defense: +6 (+2 eff.) Changes stats: +3 Con / +3 Wil Changes resistances: +9% temporal Changes damage: +18% physical Maximum encumbrance: +60 Poison immunity: +10% Confusion immunity: +15% Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +20 Longbows are used to shoot arrows at your foes. |
![]() elven-wood longbow 'Dawnwar' 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 Burst (radius 2) on crit: +4 light When wielded/worn: Ranged Defense: +6 (+2 eff.) Changes stats: +9 Dex Changes resistances: +15% acid / +6% temporal / +9% darkness / +21% fire / +15% cold Changes damage: +9% mind Silence immunity: +15% Confusion immunity: +50% Longbows are used to shoot arrows at your foes. |
![]() elven-wood longbow 'Grinuregosta' 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 Burst (radius 1) on hit: +4 physical When wielded/worn: Physical power: +20 (+4 eff.) Defense: +8 (+2 eff.) Changes stats: +9 Str Changes resistances: +6% mind / +6% acid Changes damage: +15% mind Grants telepathy: Demon/Minor Demon/Major Stun/Freeze immunity: +15% Mindpower: +12 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +20 New effects duration reduction after a teleport: +20% Longbows are used to shoot arrows at your foes. |
![]() runic elm longbow of recursion 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 this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +3 Mag Changes damage: +11% arcane Spellpower: +9 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() Aerulessra the Venomwhisper (22.5-31.5 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 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 53% Damage (Melee): +37 insidious poison / +20 nature Burst (radius 1) on hit: +20 fire When wielded/worn: Changes resistances: +9% mind / +9% nature Changes resistances penetration: +20% mind / +15% fire Changes damage: +12% fire / +12% nature / +9% mind Sharp, long, and deadly. |
![]() Arcsear the dwarven-steel longsword (25-35 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +14 nature / +14 temporal Burst (radius 2) on crit: +12 lightning When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 20 lightning Changes stats: +2 Con Changes resistances: +15% lightning / +12% light / +6% arcane Changes damage: +6% physical Sharp, long, and deadly. |
![]() 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: +10% physical / +12% temporal 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 354.01 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. |
![]() Blindkiller (42.5-59.5 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage (Melee): +8 acid / +19 temporal / +20 light / +8 darkness Burst (radius 1) on hit: +4 acid Damage against: +30% Undead When wielded/worn: Physical crit. chance: +13.0% Physical power: +15 (+3 eff.) Damage when hit (Melee): 12 blight / 18 temporal Changes resistances: +20% temporal Changes resistances penetration: +5% temporal Changes damage: +6% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, long, and deadly. |
![]() Cureterror the voratun longsword (43.5-60.9 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +26.0% Physical power: +30 (+6 eff.) Changes stats: +6 Str Changes resistances: +6% darkness / +6% fire Changes resistances penetration: +20% nature Changes damage: +15% physical Blindness immunity: +20% Poison immunity: +20% Disease immunity: +5% Silence immunity: +5% Stun/Freeze immunity: +5% Stamina when hit: +2.50 Sharp, long, and deadly. |
![]() Witch-Bane (42-58.8 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn When wielded/worn: Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() acidic stralite longsword of corruption (33-46.2 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 16% chance to inflict 15% damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Sharp, long, and deadly. |
![]() balanced dwarven-steel longsword of the leech (25-35 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: 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% On weapon hit: * Slows global speed by 14% * leeches stamina from the target When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +11 (+3 eff.) Damage when hit (Melee): 11 nature slow Disarm immunity: +34% Sharp, long, and deadly. |
![]() elemental dwarven-steel longsword of daylight (24.5-34.3 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 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 Damage (Melee): +14 light Damage against: +20% Undead When wielded/worn: Changes resistances penetration: +12% acid / +12% fire / +13% cold / +13% lightning Sharp, long, and deadly. |
![]() glacial dwarven-steel longsword of massacre (32.5-45.5 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 32.5 - 45.5 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 2) on crit: +19 ice When wielded/worn: Armour: +11 Changes resistances penetration: +11% cold Sharp, long, and deadly. |
![]() glacial iron longsword of purging (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 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: * 25% chance to remove a magical effect Damage (Melee): +8 nature Burst (radius 2) on crit: +10 ice When wielded/worn: Armour: +7 Changes resistances penetration: +7% cold Sharp, long, and deadly. |
![]() glacial stralite longsword (33-46.2 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +21 ice When wielded/worn: Armour: +10 Changes resistances penetration: +13% cold Sharp, long, and deadly. |
![]() glacial stralite longsword of erosion (36-50.4 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4 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): +17 nature / +16 temporal Burst (radius 2) on crit: +21 ice When wielded/worn: Armour: +12 Changes resistances penetration: +13% cold Sharp, long, and deadly. |
![]() insidious steel longsword of projection (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 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: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +30 insidious poison Sharp, long, and deadly. |
![]() insidious stralite longsword of evisceration (32.5-45.5 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 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 crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage (Melee): +50 insidious poison When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Sharp, long, and deadly. |
![]() insidious stralite longsword of the leech (33-46.2 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 17% * leeches stamina from the target Damage (Melee): +50 insidious poison When wielded/worn: Damage when hit (Melee): 17 nature slow Sharp, long, and deadly. |
![]() manaburning stralite longsword of massacre (47.5-66.5 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: 47.5 - 66.5 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: * 22 arcane resource burn Sharp, long, and deadly. |
![]() plaguebringer's steel longsword of rage (15.5-21.7 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 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: * 11% chance to disease Damage (Melee): +11 blight When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +4 Str Changes damage: +9% physical Disease immunity: +20% Stamina when hit: +1.30 Sharp, long, and deadly. |
![]() truestriking dwarven-steel longsword of massacre (33.5-46.9 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Changes resistances penetration: +10% physical Sharp, long, and deadly. |
![]() truestriking dwarven-steel longsword of rage (21.5-30.1 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +11 Changes stats: +5 Str Changes resistances penetration: +11% physical Changes damage: +11% physical Stamina when hit: +1.30 Sharp, long, and deadly. |
![]() truestriking stralite longsword of crippling (34-47.6 power, 5 apr) Requires: - Strength 35 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 crit: * cripple the target When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Physical crit. chance: +9.0% Changes resistances penetration: +13% physical Sharp, long, and deadly. |
![]() truestriking voratun longsword of evisceration (41-57.4 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +9 Physical crit. chance: +15.0% Physical power: +15 (+3 eff.) Changes resistances penetration: +12% physical Sharp, long, and deadly. |
![]() warbringer's stralite longsword of ruin (36.5-51.1 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.5 - 51.1 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: Armour penetration: +13 Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +8% physical Critical mult.: +18.00% Disarm immunity: +23% Sharp, long, and deadly. |
![]() Blazetrencher the voratun mace (61-85.4 power, 21 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 61.0 - 85.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +21 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage Shield penetration (this weapon only): +60% When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Wil Changes resistances: +9% lightning / +12% cold Changes resistances penetration: +17% acid / +17% fire / +15% cold / +13% lightning Changes damage: +6% lightning Spell save: +6 (+1 eff.) Blindness immunity: +10% Poison immunity: +15% Cut immunity: +10% Spell crit. chance: +1% Blunt and deadly. |
![]() Strikelash the iron mace (12-16.8 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 40% chance to daze at end of turn Changes stats: +4 Str / +10 Dex / +5 Mag / +3 Cun / +4 Con Changes resistances penetration: +15% lightning Blunt and deadly. |
![]() Yvoseba (33.5-46.9 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +12 (+3 eff.) Fatigue: -6% Changes stats: +7 Str / +13 Mag / +3 Wil / +5 Cun Changes resistances: +18% mind Disarm immunity: +39% Infravision radius: +4 Blunt and deadly. |
![]() inquisitor's stralite mace of shearing (33-46.2 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 22 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Armour penetration: +13 Changes resistances penetration: +13% physical Changes damage: +11% physical Blunt and deadly. |
![]() insidious stralite mace of dampening (38-53.2 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 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): +32 insidious poison When wielded/worn: Changes resistances: +15% acid / +15% fire / +12% cold / +15% lightning Spell save: +13 (+2 eff.) Blunt and deadly. |
![]() iron mace (13-18.2 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
![]() iron mace 'Isayanne' (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Burst (radius 2) on crit: +10 ice When wielded/worn: Armour: +7 Damage when hit (Melee): 12 mind Changes stats: +3 Str / +4 Con Changes resistances: +9% mind / +18% acid Changes resistances penetration: +7% cold Grants telepathy: Humanoid/Orc Spell save: +6 (+1 eff.) Only die when reaching: -100.00 life Maximum life: +20.00 Light radius: +3 Blunt and deadly. |
![]() iron mace 'Pitchbreak' (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +8 nature / +8 temporal When wielded/worn: Effects on melee hit: * 26 arcane resource burn * 40% chance to inflict 15% damage reduction Changes resistances: +9% blight / +15% temporal / +12% darkness Changes damage: +9% mind Spell save: +52 (+6 eff.) Blunt and deadly. |
![]() iron mace of the leech (11.5-16.1 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * Slows global speed by 8% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 8 nature slow Blunt and deadly. |
![]() steel mace of shearing (14-19.6 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Changes resistances penetration: +9% physical Changes damage: +9% physical Blunt and deadly. |
![]() stralite mace 'Berurerahad' (33-46.2 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 33.0 - 46.2 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): +15 cold When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +17 (+4 eff.) Damage when hit (Melee): 12 arcane Changes resistances: +3% blight Changes resistances penetration: +15% blight Changes damage: +3% arcane Disarm immunity: +69% Blunt and deadly. |
![]() Belena (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 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: * 50 arcane resource burn When wielded/worn: Changes stats: +5 Str / +11 Dex Changes resistances: +15% lightning / +15% cold / +9% blight Changes damage: +6% acid Grants telepathy: Dragon Reduces incoming crit damage: 20.00% Spell save: +9 (+1 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. |
![]() Cyrotira (6-6.6 power, 12 apr, mind 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 purifying mindstar will cleanse other mindstars. Base power: 6.0 - 6.6 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +16 mind When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Effects when hit in melee: * 8 arcane resource burn Changes stats: +3 Con / +2 Wil Changes resistances: +4% arcane / +2% physical Changes resistances penetration: +4% arcane / +10% physical Changes damage: +4% arcane Grants telepathy: Dragon Mental save: +6 (+0 eff.) Maximum psi: +20.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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: 3.0 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 61%) 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. |
![]() absorbing pulsing mindstar of the jelly (12-13.2 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 mindstar absorbs psionic energy that needs to be projected. Base power: 12.0 - 13.2 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: Changes resistances: +21% lightning / +21% fire / +17% cold Changes damage: +9% acid Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption 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. |
![]() blooming pulsing mindstar of storms (14-15.4 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: 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 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances: +17% lightning Changes resistances penetration: +15% lightning Changes damage: +14% lightning Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +46 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 mossy mindstar of venom (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural venom 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): 7 acid Changes stats: +3 Cun Changes resistances: +7% acid Changes resistances penetration: +8% acid Changes damage: +8% acid Critical mult.: +9.00% Life regen: +0.80 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. |
![]() dreamer's living mindstar of clarity (16-17.6 power, 40 apr, nature 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 psionic mindstar dreams of an epiphany. 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: Changes resistances: +25% mind Mental save: +19 (+2 eff.) Maximum psi: +93.00 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. |
![]() dreamer's living mindstar of the jelly (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 It is part of a set of items. This psionic mindstar dreams of an epiphany. 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: Changes resistances: +25% mind Changes damage: +10% acid Mental save: +10 (+1 eff.) Equilibrium when hit: +2.50 Maximum psi: +43.00 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. |
![]() dreamer's vined mindstar of sand (4.5-4.95 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 natural sand 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: 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 physical Changes resistances: +13% mind / +11% physical Changes resistances penetration: +11% physical Changes damage: +11% physical Mental save: +5 (+0 eff.) Psi each turn: +0.00 Maximum psi: +23.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
![]() epiphanous thorny mindstar of life (9.5-10.45 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: 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: Changes damage: +17% mind Life regen: +1.40 Maximum life: +29.00 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. |
![]() gifted pulsing mindstar of frost (12.5-13.75 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 frost should be returned to the wyrm. 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: Armour: +9 Damage when hit (Melee): 17 ice Changes resistances: +17% cold Changes resistances penetration: +14% cold Changes damage: +17% cold Mindpower: +18 (+4 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. |
![]() gifted pulsing mindstar of storms (12.5-13.75 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: 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): 16 lightning Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +14% lightning Changes resistances penetration: +17% lightning Changes damage: +16% lightning Mindpower: +18 (+4 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. |
![]() gifted thorny mindstar of persecution (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting 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% On weapon hit: * disrupts spell-casting Damage against: +20% Unnatural When wielded/worn: 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. |
![]() harmonious living mindstar of sand (17-18.7 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. This harmonious mindstar will complement other natural mindstars. 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% When wielded/worn: Damage when hit (Melee): 19 physical Changes stats: +0 Str / +0 Dex / +0 Mag / +0 Wil / +0 Cun / +0 Con Changes resistances: +10% nature / +20% physical Changes resistances penetration: +8% nature / +13% physical Changes damage: +10% nature / +20% physical Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +2.10 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. |
![]() harmonious living mindstar of venom (16.5-18.15 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 venom should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. 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: Damage when hit (Melee): 20 acid Changes resistances: +10% nature / +20% acid Changes resistances penetration: +10% nature / +20% acid Changes damage: +10% nature / +20% acid Talent mastery: +0.20 Wild-gift / Harmony Life regen: +2.00 Equilibrium when hit: +2.50 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. |
![]() harmonious thorny mindstar of venom (7.5-8.25 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. This harmonious mindstar will complement other natural mindstars. Base power: 7.5 - 8.3 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: +13% acid / +7% nature Changes resistances penetration: +14% acid / +6% nature Changes damage: +11% acid / +7% nature Talent mastery: +0.20 Wild-gift / Harmony Life regen: +1.40 Equilibrium when hit: +1.60 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. |
![]() honing thorny mindstar of flames (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 natural fire should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. 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: Damage when hit (Melee): 12 fire Changes stats: +3 Cun / +3 Wil Changes resistances: +14% fire / +7% physical Changes resistances penetration: +14% fire / +7% physical Changes damage: +14% fire / +6% physical Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Global speed: +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 pulsing mindstar of life (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 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): 9 mind / 9 darkness Changes damage: +9% mind / +9% darkness Life regen: +1.70 Maximum life: +38.00 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. |
![]() hungering thorny mindstar of venom (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 natural venom 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 acid Changes resistances: +14% acid Changes resistances penetration: +14% acid Changes damage: +12% 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 284.72 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 of sand (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 It is part of a set of items. This natural sand should be returned to the wyrm. 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: Damage when hit (Melee): 11 physical Changes resistances: +11% physical Changes resistances penetration: +8% physical Changes damage: +11% physical Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +3.00 Psi per kill: +3.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to inflict 249.88 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 of storms (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 lightning 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: Damage when hit (Melee): 11 lightning Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +11% lightning Changes resistances penetration: +10% lightning Changes damage: +11% lightning Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +3.00 Psi per kill: +3.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to inflict 249.88 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 living mindstar of venom (16-17.6 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 venom 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% On weapon hit: * 25 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +19% acid Changes resistances penetration: +20% acid Changes damage: +10% arcane / +20% acid Spell save: +10 (+2 eff.) Life regen: +1.70 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. |
![]() inquisitor's mossy mindstar of flames (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 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% On weapon hit: * 13 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +7% fire Changes resistances penetration: +7% fire Changes damage: +4% arcane / +7% fire Spell save: +4 (+1 eff.) 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. |
![]() living mindstar 'Mayobeth' (15.5-17.05 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 dreams of an epiphany. This honing mindstar will focus other psionic mindstars. This natural lightning should be returned to the wyrm. Base power: 15.5 - 17.1 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 (Melee): +12 mind When wielded/worn: Fatigue: -6% Damage when hit (Melee): 13 lightning Changes stats: +2 Str / +3 Dex / +2 Mag / +3 Wil / +8 Cun / +3 Con Changes resistances: +10% lightning / +4% physical / +10% mind Changes resistances penetration: +12% lightning / +5% physical Changes damage: +13% lightning / +7% physical / +6% mind Grants telepathy: Humanoid/Orc Mental save: +8 (+0 eff.) Psi each turn: +0.00 Maximum psi: +32.00 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. |
![]() nature's thorny mindstar of frost (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 frost 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: Armour: +8 Damage when hit (Melee): 14 ice Changes resistances: +7% blight / +14% cold Changes resistances penetration: +14% cold Changes damage: +7% nature / +14% cold Disease immunity: +19% 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. |
![]() nature's thorny mindstar of life (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% When wielded/worn: Changes resistances: +7% blight Changes damage: +5% nature Disease immunity: +18% Life regen: +1.10 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. |
![]() parasitic mossy mindstar of venom (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 It is part of a set of items. This natural venom should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. 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 acid Changes resistances: +7% acid Changes resistances penetration: +7% acid Changes damage: +7% acid Life regen: +0.80 Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Life leech chance: +7% Life leech: +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. |
![]() projecting pulsing mindstar of venom (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 mindstar projects psionic energy if enough is absorbed. This natural venom should be returned to the wyrm. 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): 16 acid Changes resistances: +17% acid Changes resistances penetration: +10% acid Changes damage: +21% lightning / +21% fire / +21% cold / +16% acid Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection 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. |
![]() projecting 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 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. 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: Changes damage: +12% lightning / +17% fire / +17% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection 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. |
![]() pulsing mindstar of storms (12.5-13.75 power, 32 apr, mind 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: 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: Damage when hit (Melee): 16 lightning Changes stats: +3 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +12% lightning Changes resistances penetration: +16% lightning Changes damage: +15% lightning 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 vined mindstar of sand (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 It is part of a set of items. This natural sand should be returned to the wyrm. This purifying mindstar will cleanse other mindstars. 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: Effects when hit in melee: * 11 arcane resource burn Damage when hit (Melee): 11 physical Changes resistances: +5% arcane / +11% physical Changes resistances penetration: +6% arcane / +10% physical Changes damage: +6% arcane / +10% physical Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
![]() summoner's pulsing mindstar of flames (12.5-13.75 power, 32 apr, mind 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 fire should be returned to the wyrm. This natural mindstar summons a caller. 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: Damage when hit (Melee): 17 fire Changes resistances: +14% fire Changes resistances penetration: +17% fire Changes damage: +17% fire Mindpower: +17 (+3 eff.) Mental crit. chance: +8% 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. |
![]() summoner's pulsing mindstar of the jelly (13.5-14.85 power, 32 apr, mind 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 mindstar summons a caller. 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: Changes damage: +8% acid Equilibrium when hit: +2.10 Mindpower: +18 (+4 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. |
![]() summoner's thorny mindstar of balance (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. 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: Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+0 eff.) Equilibrium when hit: +1.70 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. |
![]() thorny mindstar 'Zuberiamira' (9-9.9 power, 24 apr, mind 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: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +9.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Changes resistances: +15% nature / +9% cold Changes damage: +9% mind Reduces incoming crit damage: 10.00% Physical save: +45 (+5 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+0 eff.) Equilibrium when hit: +1.70 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +30 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 storms (7-7.7 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 lightning should be returned to the wyrm. Base power: 7.0 - 7.7 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): 8 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +13% lightning Changes resistances penetration: +13% lightning Changes damage: +14% lightning 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 'Barkrip' (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 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% On weapon hit: * Slows global speed by 53% Damage (Melee): +12 nature When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +12% blight / +18% acid / +15% darkness / +12% mind Spell save: +40 (+5 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Healing mod.: +18% Heals friendly targets nearby when you use a nature summon: +28 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 living mindstar of storms (15-16.5 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 psionic mindstar is wrathful to the hated. This natural lightning should be returned to the wyrm. Base power: 15.0 - 16.5 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 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +18% lightning Changes resistances penetration: +15% lightning Changes damage: +20% lightning Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +6.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +16% 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 pulsing mindstar of sand (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 is wrathful to the hated. This natural sand 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): 12 physical Changes resistances: +16% physical Changes resistances penetration: +17% physical Changes damage: +15% physical Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +14% 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. |
![]() wrathful thorny mindstar of persecution (9.5-10.45 power, 24 apr, nature 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 is wrathful to the hated. 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% On weapon hit: * disrupts spell-casting Damage against: +18% Unnatural When wielded/worn: Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +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. |
![]() wyrm's living mindstar of storms (18-19.8 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. The natural wyrm seeks an element. This natural lightning should be returned to the wyrm. Base power: 18.0 - 19.8 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): 19 lightning / 10 physical / 10 cold / 10 fire / 10 acid Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +29% lightning / +10% physical / +10% cold / +10% acid / +10% fire Changes resistances penetration: +14% lightning Changes damage: +14% lightning 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. |
![]() glacial reinforced leather sling 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 Damage (Ranged): +10 cold When wielded/worn: Armour: +12 Changes resistances penetration: +13% cold Slings are used to hurl stones or metal shots at your foes. |
![]() halfling hardened leather sling 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: 125% Firing range: +8 When wielded/worn: Changes damage: +17% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
![]() mighty cured leather sling of recursion Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Str Slings are used to hurl stones or metal shots at your foes. |
![]() mighty hardened leather sling of nature Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +23 nature When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str Changes resistances: +7% all Changes resistances penetration: +11% nature Slings are used to hurl stones or metal shots at your foes. |
![]() penetrating reinforced leather sling of recursion Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances penetration: +21% physical Damage Shield penetration: +50% Slings are used to hurl stones or metal shots at your foes. |
![]() ranger's rough leather sling of true flight Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +7.0% Changes stats: +2 Dex Slings are used to hurl stones or metal shots at your foes. |
![]() steady rough leather sling of acid Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +8 acid When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +2.0% Changes damage: +11% acid Slings are used to hurl stones or metal shots at your foes. |
![]() throat-seeking cured leather sling of power Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces 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 crit: * silences the target Damage (Ranged): +12 nature When wielded/worn: Changes resistances penetration: +9% nature / +14% physical Changes damage: +14% physical Slings are used to hurl stones or metal shots at your foes. |
![]() throat-seeking reinforced leather sling Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon crit: * silences the target Damage (Ranged): +21 nature When wielded/worn: Changes resistances penetration: +13% nature Slings are used to hurl stones or metal shots at your foes. |
![]() throat-seeking reinforced leather sling of true flight Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +21 nature When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +13.0% Changes resistances penetration: +13% nature Slings are used to hurl stones or metal shots at your foes. |
![]() Dawnclash (30-36 power, 6 apr, darkness 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% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 temporal / +8 light Burst (radius 1) on hit: +8 temporal / +8 light / +8 mind When wielded/worn: Defense: +15 (+4 eff.) Effects on melee hit: * 57% chance to blind Changes resistances penetration: +15% light / +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.40 Spellpower: +33 (+7 eff.) Spell crit. chance: +5% Light radius: +5 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. |
![]() Elulaith the Charbrace (30-36 power, 6 apr, light 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% On weapon hit: * Slows global speed by 53% Damage (Melee): +12 fire Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Physical crit. chance: +13.0% Defense: +25 (+6 eff.) Damage (Melee): 45 arcane / 10 % chance of confusion Damage when hit (Melee): 8 mind Changes resistances: +12% mind / +6% fire Changes damage: +30% light Talent granted: +1 Command Staff Maximum mana: +91.00 Spellpower: +33 (+7 eff.) Spell crit. chance: +19% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
![]() Glimmerbreacher the dragonbone starstaff (30-36 power, 6 apr, physical 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% On weapon hit: * 53% chance to blind * 40% chance to cause random gloom Burst (radius 2) on crit: +12 mind When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes resistances: +6% arcane Changes resistances penetration: +10% mind Changes damage: +30% temporal / +30% darkness / +30% light / +3% mind / +30% physical Talent granted: +1 Command Staff Physical save: +11 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+1 eff.) Maximum mana: +84.00 Spellpower: +34 (+7 eff.) Spell crit. chance: +13% Light radius: +1 Staves designed for wielders of magic, by the greats of the art. |
![]() Hettirin the Wildfoe (15-18 power, 3 apr, lightning 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: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 53% Burst (radius 1) on hit: +8 nature When wielded/worn: Defense: +9 (+2 eff.) Effects on melee hit: * 11% chance to blind Changes resistances: +9% mind / +18% temporal Changes resistances penetration: +10% darkness Changes damage: +15% lightning / +6% darkness Talent granted: +1 Command Staff Stun/Freeze immunity: +20% Teleport immunity: +20% Only die when reaching: -40.00 life Spellpower: +6 (+1 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 246.84 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Kindlegash (30-36 power, 6 apr, arcane 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% Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 blight / +8 fire When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Effects on melee hit: * 18% chance to disease Changes stats: +1 Dex / +10 Mag / +9 Cun / +8 Con Changes resistances: +2% physical / +3% fire Maximum wards: +2 arcane Changes damage: +30% arcane Talents granted: +1 Command Staff +5 Ward Critical mult.: +27.00% Physical save: +6 (+1 eff.) Vim when firing critical spell: +14.00 Maximum vim: +86.00 Maximum neg.energy: +42.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Lustrespire (25-30 power, 5 apr, blight 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% Damage (Melee): +8 nature / +20 light When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 20 light Changes resistances: +15% light Changes damage: +25% blight / +9% light Talent granted: +1 Command Staff Critical mult.: +18.00% Equilibrium when hit: +0.08 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Mindpower: +6 (+1 eff.) Light radius: +4 Staves designed for wielders of magic, by the greats of the art. |
![]() Serpentfurnace (20-24 power, 4 apr, temporal 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 nature When wielded/worn: Physical crit. chance: +11.0% Changes resistances penetration: +33% mind Changes damage: +20% temporal / +15% nature / +18% mind Talent granted: +1 Command Staff Critical mult.: +16.00% Mental save: +64 (+7 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Mindpower: +10 (+2 eff.) Staves designed for wielders of magic, by the greats of the art. |
![]() Staff of Bones (20-24 power, 4 apr, darkness 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: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Spell / Necrotic minions +0.10 Spell / Shades +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis +0.10 Spell / Advanced necrotic minions Talent granted: +1 Command Staff Spellpower: +20 (+4 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() Uriyamas the Willowwaker (25-30 power, 5 apr, darkness 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: +13 (+3 eff.) Effects on melee hit: * 40% chance to corrode armour by 30% * 17% chance to blind Damage when hit (Melee): 12 acid Changes stats: +2 Wil Changes resistances: +12% acid / +9% nature Changes damage: +9% nature / +6% mind / +25% darkness Talent granted: +1 Command Staff Maximum psi: +40.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Mindpower: +10 (+2 eff.) Light radius: +5 Heals friendly targets nearby when you use a nature summon: +66 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 246.84 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Venomtyphoon (25-30 power, 5 apr, physical element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 nature / +8 mind Burst (radius 1) on hit: +32 nature When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +9% fire / +9% cold Changes damage: +9% mind / +25% physical Talent granted: +1 Command Staff Hate when firing a critical mind attack: +6.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Zerikan the dragonbone starstaff (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 16 mind Changes stats: +7 Con Changes resistances: +6% lightning / +3% fire / +9% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +2.00 Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +5% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
![]() bloodlich'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 stats: +9 Mag / +8 Cun / +9 Con Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +25.00% Vim when firing critical spell: +7.00 Maximum vim: +44.00 Maximum neg.energy: +42.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() bloodlich's yew starstaff (20-24 power, 4 apr, darkness 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: +7 Mag / +6 Cun / +6 Con Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +22.00% Vim when firing critical spell: +6.00 Maximum vim: +38.00 Maximum neg.energy: +38.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() cruel elm starstaff of channeling (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 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: Physical crit. chance: +7.0% Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Mana each turn: +0.16 Spellpower: +13 (+3 eff.) Spell crit. chance: +1% 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. |
![]() cruel elven-wood vilestaff of illumination (25-30 power, 5 apr, fire element) Requires: - Magic 35 Infused by nature 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% When wielded/worn: Physical crit. chance: +13.0% Defense: +13 (+3 eff.) Effects on melee hit: * 17% chance to blind Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +12 (+3 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: 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 246.84 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone vilestaff 'Deepswrecker' (38-45.6 power, 6 apr, blight 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: 38.0 - 45.6 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 Shield penetration (this weapon only): +20% When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Changes stats: +3 Str / +6 Mag / +6 Wil Changes damage: +38% blight / +38% fire / +38% darkness / +38% acid Talent granted: +1 Command Staff Maximum mana: +94.00 Spellpower: +43 (+9 eff.) Spell crit. chance: +15% It can be used to unleash an elemental blastwave, dealing 68.39 to 82.07 blight damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() elm magestaff of might (10-12 power, 2 apr, cold 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: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood magestaff of invocation (25-30 power, 5 apr, lightning 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 damage: +25% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +21 (+4 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 59.53 to 71.44 lightning damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood magestaff of invocation (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 damage: +25% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +21 (+4 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 59.53 to 71.44 arcane damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal elven-wood vilestaff of invocation (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): 11 % chance of confusion Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +28 (+6 eff.) Spell crit. chance: +4% Damage Shield penetration: +42% It can be used to conjure elemental energy in a radius 8 cone, dealing 59.53 to 71.44 darkness damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() greater elven-wood starstaff of channeling (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: Changes damage: +25% darkness / +25% temporal / +25% light / +25% physical Talent granted: +1 Command Staff Mana each turn: +0.34 Spellpower: +33 (+7 eff.) Spell crit. chance: +4% 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. |
![]() greater 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: Changes damage: +25% darkness / +25% temporal / +25% light / +25% physical Talent granted: +1 Command Staff Spellpower: +19 (+4 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding ash starstaff of protection (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 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: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes resistances: +8% darkness Changes damage: +15% darkness Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +12 (+3 eff.) Spell crit. chance: +2% Healing mod.: +18% Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding elven-wood magestaff of illumination (25-30 power, 5 apr, cold 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: +13 (+3 eff.) Effects on melee hit: * 17% chance to blind Changes stats: +7 Con Changes damage: +25% cold Talent granted: +1 Command Staff Life regen: +1.40 Spellpower: +21 (+4 eff.) Spell crit. chance: +4% Light radius: +5 Healing mod.: +24% 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 183.30 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding elven-wood vilestaff of illumination (25-30 power, 5 apr, fire 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: +10 (+3 eff.) Effects on melee hit: * 17% chance to blind Changes stats: +7 Con Changes damage: +25% fire Talent granted: +1 Command Staff Life regen: +1.70 Spellpower: +21 (+4 eff.) Spell crit. chance: +4% Light radius: +5 Healing mod.: +26% 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 246.84 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's ash vilestaff of might (15-18 power, 3 apr, blight 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: +9.0% Damage (Melee): 27 arcane Changes damage: +15% blight Talent granted: +1 Command Staff Maximum mana: +60.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's elm starstaff of blasting (10-12 power, 2 apr, temporal 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: Physical crit. chance: +8.0% Damage (Melee): 21 arcane Changes damage: +10% temporal Talent granted: +1 Command Staff Maximum mana: +36.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +7% It can be used to unleash an elemental blastwave, dealing 45.66 to 54.79 temporal damage in a radius 2 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short elven-wood magestaff of wizardry (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +9.0% Physical power: +13 (+3 eff.) Changes stats: +5 Wil / +5 Mag Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +13.00% Maximum mana: +90.00 Spellpower: +31 (+6 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short elven-wood vilestaff of protection (25-30 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +9.0% Physical power: +13 (+3 eff.) Changes resistances: +12% acid Changes damage: +25% acid Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +21 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short yew starstaff of blasting (20-24 power, 4 apr, physical 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: Accuracy: +11 (+2 eff.) Physical crit. chance: +8.0% Physical power: +9 (+2 eff.) Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +24 (+5 eff.) Spell crit. chance: +15% It can be used to unleash an elemental blastwave, dealing 55.53 to 66.64 physical damage in a radius 4 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() potent elven-wood starstaff of breaching (35-42 power, 5 apr, temporal 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: 35.0 - 42.0 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 penetration: +18% temporal Changes damage: +35% temporal Talent granted: +1 Command Staff Spellpower: +17 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering yew starstaff of breaching (20-24 power, 4 apr, temporal 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 resistances penetration: +10% temporal Changes damage: +20% temporal Talent granted: +1 Command Staff Mana each turn: +0.26 Maximum mana: +48.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's elm magestaff of channeling (10-12 power, 2 apr, cold 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: Changes resistances: +7% darkness / +7% temporal Changes damage: +10% cold Talent granted: +1 Command Staff Mana each turn: +0.16 Spellpower: +13 (+3 eff.) Spell crit. chance: +1% Defense after a teleport: +9 Resist all after a teleport: +9% New effects duration reduction after a teleport: +17% Reduces paradox anomalies(equivalent to willpower): +13 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's elven-wood starstaff (25-30 power, 5 apr, temporal 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% temporal Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Defense after a teleport: +29 Resist all after a teleport: +21% New effects duration reduction after a teleport: +38% Reduces paradox anomalies(equivalent to willpower): +22 Staves designed for wielders of magic, by the greats of the art. |
![]() yew magestaff 'Darkoath' (20-24 power, 4 apr, cold 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: * 53% chance to inflict 15% damage reduction Damage (Melee): +12 fire / +12 darkness When wielded/worn: Fatigue: -12% Changes stats: +6 Dex / +9 Con Changes resistances: +15% darkness Changes damage: +20% cold Talent granted: +1 Command Staff Life regen: +1.40 Spellpower: +15 (+3 eff.) Spell crit. chance: +3% Infravision radius: +3 See invisible: +9 Healing mod.: +22% Staves designed for wielders of magic, by the greats of the art. |
![]() yew starstaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 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% darkness Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() yew vilestaff 'Duskrazor' (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% When wielded/worn: Effects on melee hit: * 40% chance to corrode armour by 30% Damage when hit (Melee): 16 darkness Changes stats: +4 Str / +4 Dex / +10 Mag / +6 Con Changes resistances penetration: +20% darkness Changes damage: +9% acid / +20% fire Talent granted: +1 Command Staff Life regen: +1.40 Spellpower: +17 (+4 eff.) Spell crit. chance: +3% Infravision radius: +4 Healing mod.: +22% Staves designed for wielders of magic, by the greats of the art. |
![]() blazebringer's steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature 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): +16 fire Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +8% fire Global speed: +3% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() gunslinger's dwarven-steel steamgun of power 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 resistances penetration: +17% physical Changes damage: +34% 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. |
![]() gunslinger's stralite steamgun of cunning (+7) 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: Changes stats: +7 Cun Changes resistances penetration: +22% physical Changes damage: +20% 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. |
![]() mage-hunter's steel steamgun of power Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces 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 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 13 manaburn arcane Changes stats: +4 Wil Changes resistances penetration: +13% physical Changes damage: +14% physical Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +9 (+2 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 Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool 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): +10 mind Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes damage: +17% mind Mindpower: +10 (+2 eff.) 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: +10 (+2 eff.) Physical crit. chance: +13.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() throat-seeking steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces 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 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +13 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Changes resistances penetration: +9% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() thunderous stralite steamgun 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): +17 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Str / +4 Dex / +3 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +13% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() thunderous stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature 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% Damage (Ranged): +17 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +11.0% Changes stats: +3 Str / +4 Dex / +3 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances penetration: +13% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() caustic voratun steamsaw of massacre (55-82.5 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: 55.0 - 82.5 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: +106 On weapon hit: * 23% chance to corrode armour by 30% Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances penetration: +14% acid Talent granted: +3 Block Life regen: +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! |
![]() dwarven-steel steamsaw of purging (24-36 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: 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: +50 On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +14 nature Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% 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! |
![]() hateful voratun steamsaw of acid resistance (+30%) (38-57 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: 38.0 - 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: +106 Damage (Melee): +20 darkness Damage against: +19% Living Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +30% acid 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! |
![]() impervious steel steamsaw of crippling (15.5-23.25 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: 15.5 - 23.3 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 On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +9.0% Armour: +9 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 physical resistance (+20%) (42-63 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: 42.0 - 63.0 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: +99 Attacks use: 1.0 Steam When wielded/worn: Armour: +16 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +7 Con Changes resistances: +20% physical 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 projection (34.5-51.75 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by arcane disrupting forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 34.5 - 51.8 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: +72 On weapon hit: * 22 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 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% 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! |
![]() insidious steel steamsaw of nature (15.5-23.25 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 15.5 - 23.3 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: +22 Damage (Melee): +28 insidious poison Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +6% all Changes resistances penetration: +9% nature 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! |
![]() living voratun steamsaw of ruin (39.5-59.25 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: 39.5 - 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: +101 Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 20 nature Changes resistances: +20% nature / +20% blight Talent granted: +3 Block Critical mult.: +18.00% Maximum life: +110.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() quick stralite steamsaw of projection (34.5-51.75 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: 34.5 - 51.8 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: +66 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: +13 (+3 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +6 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! |
![]() shocking stralite steamsaw of evisceration (33.5-50.25 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 33.5 - 50.3 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: +73 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: +13.0% Physical power: +12 (+3 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Damage (Melee): 9 lightning Damage when hit (Melee): 26 lightning 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! |
![]() shocking voratun steamsaw of lightning resistance (+30%) (41.5-62.25 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: 41.5 - 62.3 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: +102 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage (Melee): 10 lightning Damage when hit (Melee): 30 lightning Changes resistances: +30% 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! |
![]() thought-forged steel steamsaw of lightning resistance (+20%) (14.5-21.75 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Infused by psionic forces 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: 100% Block value: +26 On weapon hit: * 20% chance to cause random gloom Damage (Melee): +13 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +3 Cun / +4 Wil Changes resistances: +20% lightning 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! |
![]() truestriking iron steamsaw of the leech (10-15 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.0 - 15.0 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: +12 On weapon hit: * Slows global speed by 7% * leeches stamina from the target Attacks use: 1.0 Steam When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 8 nature slow Changes resistances penetration: +7% physical 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! |
![]() wintry voratun steamsaw of resistance (38.5-57.75 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: 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: +98 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 20 ice Changes stats: +6 Wil Changes resistances: +13% acid / +33% cold / +13% fire / +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! |
![]() Blazeprophet (20-28 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 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: +12.5% Attack speed: 100% On weapon hit: * 53% chance to blind Damage Shield penetration (this weapon only): +50% Damage (Melee): +14 darkness Damage against: +14% Living When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +5 Con Critical mult.: +6.00% See invisible: +6 One-handed war axes. |
![]() Cutholdir (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 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% Damage (Melee): +12 physical Damage against: +15% Unnatural When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 26 arcane resource burn * 40% chance to corrode armour by 30% Damage when hit (Melee): 12 physical Changes stats: +3 Dex / +4 Wil Changes resistances: +15% acid / +12% blight Changes damage: +12% acid Spell save: +6 (+1 eff.) One-handed war axes. |
![]() Korasalen the voratun waraxe (39.5-55.3 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 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 hit: * 25% chance to put talents on cooldown * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +7 Str Changes resistances: +6% blight / +2% physical / +3% mind Changes damage: +3% mind / +11% physical Physical save: +6 (+1 eff.) Spell save: +20 (+3 eff.) Blindness immunity: +15% Disarm immunity: +10% Knockback immunity: +20% Stamina when hit: +2.50 Maximum stamina: +10.00 One-handed war axes. |
![]() Radhylin the Torchtrencher (55.5-77.7 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 55.5 - 77.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% Damage (Melee): +20 nature / +20 temporal Burst (radius 1) on hit: +8 acid / +8 fire Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +13 (+3 eff.) Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 fire Changes stats: +7 Dex Changes resistances: +3% fire Changes resistances penetration: +5% fire Changes damage: +3% acid One-handed war axes. |
![]() Thunderweeper the stralite waraxe (30-42 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 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: * 40% chance to daze at end of turn Damage (Melee): +32 lightning / +16 darkness Burst (radius 2) on crit: +12 lightning Damage against: +14% Living When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 26 arcane resource burn * Slows global speed by 40% Changes resistances: +9% lightning / +6% arcane / +6% darkness / +9% light Changes damage: +12% fire Spell save: +30 (+4 eff.) One-handed war axes. |
![]() arcing dwarven-steel waraxe of crippling (20-28 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 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: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +14 lightning When wielded/worn: Physical crit. chance: +11.0% One-handed war axes. |
![]() caustic stralite waraxe of crippling (32.5-45.5 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 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: * 23% chance to corrode armour by 30% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +13% acid Life regen: +2.00 One-handed war axes. |
![]() dwarven-steel waraxe (19-26.6 power, 4 apr) Requires: - Strength 24 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% One-handed war axes. |
![]() dwarven-steel waraxe 'Scumbraze' (18.5-25.9 power, 4 apr) Requires: - Strength 24 Infused by nature 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 53% Damage (Melee): +40 insidious poison / +20 mind Burst (radius 1) on hit: +12 nature / +8 mind When wielded/worn: Changes stats: +7 Cun Changes resistances penetration: +15% acid Changes damage: +12% mind / +15% nature Critical mult.: +10.00% Psi when hit: +0.20 Mindpower: +6 (+1 eff.) One-handed war axes. |
![]() flaming iron waraxe of daylight (10-14 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0 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): +8 light Burst (radius 1) on hit: +8 fire Damage against: +10% Undead One-handed war axes. |
![]() glacial steel waraxe (10.5-14.7 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Burst (radius 2) on crit: +11 ice When wielded/worn: Armour: +9 Changes resistances penetration: +9% cold One-handed war axes. |
![]() inquisitor's iron waraxe of massacre (19.5-27.3 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: 19.5 - 27.3 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: * 13 arcane resource burn On weapon crit: * burns latent spell energy One-handed war axes. |
![]() insidious dwarven-steel waraxe of nature (21-29.4 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +40 insidious poison When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +11% nature One-handed war axes. |
![]() plaguebringer's iron waraxe (12.5-17.5 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 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 this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 8% chance to disease Damage (Melee): +8 blight When wielded/worn: Disease immunity: +15% One-handed war axes. |
![]() plaguebringer's iron waraxe of evisceration (11-15.4 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 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 this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 8% chance to disease On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage (Melee): +8 blight When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Disease immunity: +15% One-handed war axes. |
![]() plaguebringer's stralite waraxe of phasing (29-40.6 power, 18 apr) Requires: - Strength 35 Powered by arcane forces 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: +18 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 17% chance to disease Damage Shield penetration (this weapon only): +42% Damage (Melee): +17 blight When wielded/worn: Disease immunity: +28% One-handed war axes. |
![]() quick steel waraxe of rage (12-16.8 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 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: +17 (+4 eff.) Changes stats: +4 Str / +4 Dex Changes damage: +9% physical Stamina when hit: +1.30 One-handed war axes. |
![]() steel waraxe of crippling (14-19.6 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 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 crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% One-handed war axes. |
![]() stralite waraxe of nature (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by nature 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% When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +13% nature One-handed war axes. |
![]() thought-forged stralite waraxe of evisceration (34-47.6 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 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: * 30% chance to cause random gloom On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage (Melee): +20 mind When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Changes stats: +6 Cun / +6 Wil One-handed war axes. |
![]() thunderous iron waraxe of disruption (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 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: * 11% chance to daze at end of turn * disrupts spell-casting Damage against: +10% Unnatural When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning One-handed war axes. |
![]() truestriking dwarven-steel waraxe of evisceration (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% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +9 Physical crit. chance: +11.0% Physical power: +10 (+2 eff.) Changes resistances penetration: +11% physical One-handed war axes. |
![]() truestriking steel waraxe of vileness (12-16.8 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 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 disease Damage (Melee): +14 blight When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +8% physical One-handed war axes. |
![]() truestriking stralite waraxe of evisceration (30.5-42.7 power, 5 apr) Requires: - Strength 35 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 crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Changes resistances penetration: +13% physical One-handed war axes. |
![]() truestriking stralite waraxe of persecution (28.5-39.9 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage against: +24% Unnatural When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +10 Changes stats: +6 Wil Changes resistances penetration: +13% physical One-handed war axes. |
![]() voratun waraxe 'Willoworder' (41-57.4 power, 17 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: +17 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +57% Burst (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +15.0% Defense: +15 (+4 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 nature Changes resistances penetration: +25% nature / +10% mind Changes damage: +6% nature Grants telepathy: Humanoid/Orc Disarm immunity: +50% Maximum hate: +6.00 One-handed war axes. |
![]() Ashream the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Changes resistances: +7% lightning / +7% temporal / +6% light / +12% fire / +20% mind / +2% physical Physical save: +6 (+1 eff.) Poison immunity: +15% A belt that goes around your waist. |
![]() Dawnjam the drakeskin leather belt Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to blind Changes stats: +5 Dex / +15 Mag / +4 Wil / +10 Cun / +4 Con / +10 Lck Changes resistances: +9% acid Reduces incoming crit damage: 15.00% Trap disarming bonus: +30 Stealth bonus: +15 Mana each turn: +1.09 Maximum mana: +115.00 Infravision radius: +5 A belt that goes around your waist. |
![]() Elathra the Hellquell Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 16 blight Changes stats: +6 Dex / +6 Mag / +5 Cun Changes resistances penetration: +20% arcane / +20% fire Changes damage: +18% blight / +6% fire Reduced damage from: +40% Summoned Mana each turn: +0.71 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +43.00 Mental crit. chance: +14% A belt that goes around your waist. |
![]() Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Skyquencher the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Effects on melee hit: * 40% chance to daze at end of turn * 30% chance to corrode armour by 30% Changes resistances: +12% lightning / +12% mind / +12% acid Changes resistances penetration: +33% lightning Changes damage: +27% acid / +6% lightning Physical save: +13 (+2 eff.) A belt that goes around your waist. |
![]() balancing hardened leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +5 Cun / +5 Dex Changes resistances: +11% blight Mental crit. chance: +11% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() cleansing hardened leather belt of burglary Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +8 Lck Changes resistances: +11% acid / +11% blight Trap disarming bonus: +14 Stealth bonus: +11 Infravision radius: +5 A belt that goes around your waist. |
![]() hardened leather belt of containment Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Maximum life: +98.00 Maximum mana: +60.00 Maximum stamina: +49.00 Maximum hate: +16.00 Maximum psi: +32.00 Maximum vim: +31.00 Maximum pos.energy: +31.00 Maximum neg.energy: +32.00 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
![]() hardened leather belt of magery Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Wil / +5 Mag Spell crit. chance: +5% A belt that goes around your waist. |
![]() monstrous hardened leather belt of recklessness Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +16 (+4 eff.) Changes stats: +5 Str / +5 Con Critical mult.: +11.00% Physical save: +10 (+2 eff.) Size category: +1 A belt that goes around your waist. |
![]() monstrous rough leather belt of dampening Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +6% acid / +6% fire / +6% cold / +6% lightning Physical save: +7 (+1 eff.) Size category: +1 A belt that goes around your waist. |
![]() reinforced hardened leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+3 eff.) Changes stats: +5 Dex / +5 Cun / +8 Lck Trap disarming bonus: +15 Stealth bonus: +11 Physical save: +16 (+2 eff.) Infravision radius: +5 A belt that goes around your waist. |
![]() reinforced rough leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Changes stats: +4 Dex / +4 Cun / +6 Lck Trap disarming bonus: +10 Stealth bonus: +7 Physical save: +13 (+2 eff.) Infravision radius: +4 A belt that goes around your waist. |
![]() rough leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Trap disarming bonus: +9 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
![]() spiritwalker's hardened leather belt of burglary Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +3 Mag / +5 Cun / +8 Lck Trap disarming bonus: +18 Stealth bonus: +11 Mana each turn: +0.40 Maximum mana: +38.00 Infravision radius: +5 A belt that goes around your waist. |
![]() Bethodasenne the Sparkcrack (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +9 Cun / +5 Wil Changes damage: +12% mind Critical mult.: +25.00% Mental save: +40 (+4 eff.) Maximum hate: +10.00 Mindpower: +18 (+4 eff.) 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. |
![]() Brandqueen the linen cloak (1 def, 20 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +20 Defense: +1 (+0 eff.) Changes stats: +5 Con Changes resistances: +9% lightning / +12% fire / +15% light Changes damage: +9% fire Physical save: +7 (+1 eff.) Mental save: +7 (+0 eff.) Stamina each turn: +1.00 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Eilinynne (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -2% Changes stats: +10 Mag / +3 Wil / +4 Cun Changes resistances: +3% blight Spell save: +16 (+2 eff.) Mental save: +7 (+0 eff.) Maximum mana: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Lisivea the Nimbusshaper (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 12 fire Changes stats: +3 Con Changes resistances: +6% lightning / +6% fire / +13% darkness Changes resistances penetration: +8% darkness Changes damage: +9% darkness Stealth bonus: +8 Life regen: +1.60 Only die when reaching: -108.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Zubiriaba the Daywinnow (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 40% chance to blind Changes stats: +2 Str / +9 Dex / +4 Con Changes resistances: +24% light Changes resistances penetration: +25% light Grants telepathy: Humanoid/Orc Physical save: +7 (+1 eff.) Mental save: +7 (+0 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() battlemaster's cashmere cloak of the guardian (12 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Con Talent mastery: +0.40 Technique / Combat training Physical save: +19 (+3 eff.) Spell save: -4 (+0 eff.) Mental save: +19 (+2 eff.) Stamina each turn: +0.80 Mana each turn: -0.34 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 Eldoral (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: +3 Cun / +3 Dex 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 mindcraft (13 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+3 eff.) Changes stats: +5 Cun / +5 Wil Physical save: +10 (+2 eff.) 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. |
![]() 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. |
![]() 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: +2.20 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. |
![]() shadow cashmere cloak of Eldoral (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: +3 Cun / +3 Dex Changes resistances: +19% darkness Changes resistances penetration: +14% darkness Changes damage: +17% darkness Stealth bonus: +16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow linen cloak of Eldoral (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +13% darkness Changes resistances penetration: +8% darkness Changes damage: +9% darkness Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow linen cloak of sorcery (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil / +3 Mag Changes resistances: +13% darkness Changes resistances penetration: +8% darkness Changes damage: +9% darkness Stealth bonus: +9 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() wyrmwaxed linen cloak of Iron Throne (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +6% acid / +6% fire / +6% cold / +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Brenohell the Torchrune (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.) Changes stats: +10 Mag Changes resistances: +9% blight / +6% cold Changes resistances penetration: +10% fire / +12% physical / +14% temporal Changes damage: +20% temporal / +20% physical / +20% all Reduces incoming crit damage: 20.00% Spell save: +27 (+3 eff.) Disease immunity: +10% Confusion immunity: +10% Only die when reaching: -40.00 life Spellpower: +23 (+5 eff.) Spell crit. chance: +6% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Nerolratira (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: * 30% chance to corrode armour by 30% Changes stats: +2 Str Changes resistances: +12% blight / +36% mind / +12% light Changes damage: +16% mind Spell save: +30 (+4 eff.) Mental save: +15 (+1 eff.) Poison immunity: +10% Stamina each turn: +0.60 Maximum stamina: +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Smearlady the elven-silk robe (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: * Slows global speed by 40% * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +19 Mag Changes resistances: +20% blight Changes resistances penetration: +40% temporal / +15% mind / +27% physical Changes damage: +20% blight / +38% temporal / +39% physical Reduces paradox anomalies(equivalent to willpower): +32 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 (+3 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. |
![]() ancient silk robe of Angolwen (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Wil / +15 Mag Changes resistances penetration: +11% physical / +13% temporal Changes damage: +17% physical / +17% temporal Silence immunity: +36% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +17 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() ancient silk robe of darkness (+27%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Mag Changes resistances: +27% darkness Changes resistances penetration: +13% physical / +13% temporal Changes damage: +17% temporal / +18% darkness / +17% physical Reduces paradox anomalies(equivalent to willpower): +12 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: +3.80 Maximum life: +69.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dispeller's silk robe of power (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +10% lightning / +11% darkness / +10% blight / +11% fire / +11% light / +10% cold Changes damage: +17% all Physical save: +18 (+2 eff.) Spell save: +36 (+4 eff.) Mental save: +18 (+2 eff.) Spellpower: +18 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer'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 / +14% mind / +14% darkness Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +24 (+2 eff.) Life regen: +2.30 Maximum life: +52.00 Healing mod.: +14% 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 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 resistances: +26% darkness / +27% nature / +23% mind Changes damage: +18% nature Physical save: +18 (+2 eff.) Spell save: +18 (+2 eff.) Mental save: +36 (+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 woollen robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% blight / +18% mind / +18% darkness Physical save: +13 (+2 eff.) Spell save: +14 (+2 eff.) Mental save: +27 (+3 eff.) Life regen: +3.30 Maximum life: +64.00 Healing mod.: +16% 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 'Dayquencher' (5 def, 2 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Defense: +5 (+1 eff.) Changes stats: +2 Str / +5 Mag / +6 Wil Changes resistances: +20% acid / +20% physical / +9% light / +20% cold / +3% blight / +19% fire / +14% mind / +6% darkness Changes damage: +15% acid / +13% physical / +15% fire / +14% mind / +15% cold Talent cooldown: Refit Golem (-5 turns) Cut immunity: +5% Silence immunity: +40% Teleport immunity: +25% Spellpower on spell critical (stacks up to 3 times): +7 Only die when reaching: -20.00 life Spellpower: +20 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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 resistances: +19% blight Life regen: +5.70 Maximum life: +78.00 Healing mod.: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() fearwoven elven-silk robe of life (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: +19% blight Changes resistances penetration: +20% darkness / +17% physical Changes damage: +18% darkness / +20% physical Life regen: +6.00 Maximum life: +88.00 Maximum hate: +14.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() fearwoven woollen robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% blight Changes resistances penetration: +11% darkness / +11% physical Changes damage: +11% darkness / +9% physical Life regen: +3.30 Maximum life: +64.00 Maximum hate: +9.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +3% Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven woollen robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes damage: +9% all Mental save: +20 (+2 eff.) Spellpower: +14 (+3 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe (3 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe 'Dimgore' (15 def, 12 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +12 Defense: +15 (+4 eff.) Changes stats: +15 Mag / +4 Wil Changes resistances: +13% light / +12% darkness Changes resistances penetration: +10% mind Changes damage: +17% light / +21% darkness Physical save: +25 (+3 eff.) Silence immunity: +33% Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +58.00 Maximum hate: +6.00 Spellpower: +17 (+4 eff.) Mental crit. chance: +9% Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe 'Flashpulverizer' (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -8% Changes stats: +13 Str / +12 Dex Changes resistances: +9% acid / +26% mind / +26% darkness Changes damage: +9% lightning Physical save: +15 (+2 eff.) Spell save: +18 (+2 eff.) Mental save: +36 (+4 eff.) Infravision radius: +3 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. |
![]() silk robe of Linaniil (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Mana each turn: +0.34 Maximum mana: +88.00 Spellpower: +27 (+6 eff.) Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of alchemy (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +18% acid / +18% physical / +18% cold / +18% fire Changes damage: +13% acid / +13% physical / +13% cold / +13% fire Talent cooldown: Refit Golem (-6 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of power (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes damage: +17% all Spellpower: +15 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven woollen robe of the mountain (+14%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +14% physical Changes damage: +14% physical Spell save: +21 (+3 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's cashmere robe (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: +4 Cun Changes damage: +14% light / +14% darkness Spellpower: +7 (+2 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's silk robe of alchemy (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun Changes resistances: +17% acid / +17% physical / +16% cold / +18% fire Changes damage: +12% acid / +13% physical / +17% light / +13% cold / +17% darkness / +13% fire Talent cooldown: Refit Golem (-6 turns) Spellpower: +9 (+2 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's silk robe of power (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun Changes damage: +16% light / +17% darkness / +17% all Spellpower: +26 (+5 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven silk robe of frost (+12%) (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: +12% lightning / +39% cold Changes damage: +16% lightning / +13% physical / +30% 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: +17% blight / +13% cold / +12% lightning Changes damage: +17% lightning / +12% 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. |
![]() tormentor's linen robe of the mountain (+12%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% physical Changes damage: +12% physical Critical mult.: +12.00% 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. |
![]() 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: +11% blight Changes damage: +14% nature Poison immunity: +32% Disease immunity: +38% Life regen: +3.60 Maximum life: +76.00 Healing mod.: +22% 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: +15% blight Changes damage: +17% nature Poison immunity: +44% Disease immunity: +40% Life regen: +4.60 Maximum life: +83.00 Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe 'Layunor' (6 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical power: +18 (+4 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Cun / +2 Con Changes resistances: +21% fire / +12% mind / +4% physical Changes resistances penetration: +20% physical Changes damage: +14% fire Physical save: +6 (+1 eff.) Stamina each turn: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe 'Scorchmalice' (4 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * 40% chance to corrode armour by 30% Damage when hit (Melee): 16 fire Changes resistances: +18% acid / +6% temporal / +12% darkness / +9% blight / +6% nature Changes resistances penetration: +15% acid Changes damage: +18% acid Physical save: +21 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
![]() Ashborn the pair of dwarven-steel boots (0 def, 10 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +10 Fatigue: +3% Changes resistances: +10% lightning / +9% temporal Changes resistances penetration: +25% fire / +25% physical Critical mult.: +12.00% Life regen: +0.80 Maximum stamina: +25.00 Light radius: +3 Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Cinderfeet (3 def, 5 armour) Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 162 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() Lisutira the pair of dwarven-steel boots (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: -5% Effects on melee hit: * 26 arcane resource burn * 40% chance to corrode armour by 30% Changes stats: +3 Str / +7 Wil / +3 Con Changes resistances: +6% darkness / +12% nature Changes resistances penetration: +15% acid Maximum encumbrance: +38 Physical save: +10 (+2 eff.) Infravision radius: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 Wil / +8 Mag Knockback immunity: +100% Spellpower: +5 (+1 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. |
![]() Sunquarry the pair of iron boots (0 def, 17 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +17 Fatigue: +2% Changes resistances: +7% lightning / +7% temporal / +9% nature / +6% arcane Changes damage: +12% fire Mental save: +40 (+4 eff.) Blindness immunity: +15% Stun/Freeze immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 (+2 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+2 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. |
![]() blood-soaked pair of dwarven-steel boots of strife (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 penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +5 Wil / +5 Con Changes resistances penetration: +8% physical Mindpower: +7 (+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. |
![]() blood-soaked pair of rough leather boots of uncanny dodging (4 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +1 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +1% A pair of boots made of leather. |
![]() blood-soaked pair of voratun boots of rushing (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 penetration: +11 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +4% Changes stats: +4 Str / +3 Con 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. |
![]() 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 Wil / +3 Mag 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. |
![]() invigorating pair of drakeskin leather boots (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Stamina each turn: +0.60 Maximum life: +57.00 Movement speed: +10% A pair of boots made of leather. |
![]() invigorating pair of hardened leather boots (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Stamina each turn: +0.70 Maximum life: +47.00 Movement speed: +10% 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: -3% 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: 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. |
![]() invigorating pair of hardened leather boots of void walking (0 def, 3 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes resistances: +22% darkness / +19% temporal Changes resistances penetration: +16% darkness / +16% temporal Stamina each turn: +0.70 Maximum life: +40.00 Movement speed: +10% Defense after a teleport: +22 Resist all after a teleport: +16% New effects duration reduction after a teleport: +19% A pair of boots made of leather. |
![]() invigorating pair of rough leather boots of rushing (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: -5% 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. A pair of boots made of leather. |
![]() miner's pair of iron boots of tirelessness (0 def, 9 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Fatigue: +2% Stamina each turn: +0.50 Maximum stamina: +16.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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% 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. 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 of massiveness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +8 Str / +8 Con Changes damage: +8% physical 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. |
![]() pair of iron boots of speed (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Movement speed: +20% 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 drakeskin leather boots of rushing (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: +4 Str / +4 Con Life regen: +4.80 Healing mod.: +27% It can be used to activate talent Rush, 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: 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. |
![]() traveler's pair of dwarven-steel boots of phasing (0 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 Fatigue: -5% Changes stats: +4 Wil / +4 Mag Maximum encumbrance: +38 Physical save: +10 (+2 eff.) It can be used to blink to a nearby random location (rad 11), 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. |
![]() traveler's pair of dwarven-steel boots of tirelessness (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: -5% Maximum encumbrance: +37 Physical save: +11 (+2 eff.) Stamina each turn: +0.90 Maximum stamina: +25.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() traveler's pair of dwarven-steel boots of uncanny dodging (5 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: +5 (+1 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: -4% Maximum encumbrance: +37 Physical save: +11 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() undeterred 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: +5 (+1 eff.) Fatigue: +3% Silence immunity: +38% Confusion immunity: +34% Stun/Freeze immunity: +38% 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 rushing (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 Str / +4 Cun / +8 Con Physical save: +19 (+3 eff.) Mental save: +19 (+2 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. 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 uncanny dodging (6 def, 3 armour) 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% Changes stats: +4 Cun / +4 Con Physical save: +16 (+2 eff.) Mental save: +19 (+2 eff.) A pair of boots made of leather. |
![]() wanderer's pair of rough leather boots of strife (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 Wil / +2 Cun / +5 Con Changes resistances penetration: +6% physical Physical save: +13 (+2 eff.) Mental save: +13 (+1 eff.) Mindpower: +4 (+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. A pair of boots made of leather. |
![]() Chalylach the Voidfear (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +2 Armour: +2 Damage (Melee): 11 acid Changes stats: +6 Dex Changes resistances: +8% acid Changes damage: +8% acid / +9% fire / +6% darkness / +15% physical Critical mult.: +12.00% Healing mod.: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Layilenn the Arcqueller (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Cun / +6 Wil Changes resistances: +6% fire Changes resistances penetration: +15% lightning Critical mult.: +20.00% Mental save: +40 (+4 eff.) Life regen: +4.20 Stamina each turn: +0.60 Psi each turn: +0.28 Heals friendly targets nearby when you use a nature summon: +40 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Porura the Stormbraze (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Damage (Melee): 15 acid Changes stats: +4 Str / +4 Wil / +4 Con Changes resistances: +15% acid / +12% cold / +6% blight Changes resistances penetration: +5% lightning Changes damage: +11% acid / +3% lightning Talent mastery: +0.20 Technique / Grappling Critical mult.: +14.00% Spell save: +6 (+1 eff.) Disarm immunity: +40% Spell crit. chance: +20% Mental crit. chance: +18% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Shockbore (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 / +4 Dex / +4 Cun Changes resistances: +6% darkness / +21% lightning Changes resistances penetration: +15% darkness Changes damage: +15% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Spellhunt Remnants (1 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() alchemist's dwarven-steel gauntlets of strength (+5) (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: Physical power: +14 (+3 eff.) Armour: +2 Damage (Melee): 8 acid / 8 fire / 8 lightning / 8 cold Changes stats: +5 Str / +4 Mag / +3 Wil Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's 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: +5 Str / +5 Dex / +5 Cun / +5 Con Talent cooldown: Double Strike (-1 turn) Physical save: +45 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +5 (+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. |
![]() brawler's dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+2 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's rough leather gloves of archery (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Armour: +1 Changes stats: +3 Str / +7 Dex / +7 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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: +6 (+1 eff.) Spell save: +11 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() drakeskin leather gloves of archery (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Armour: +3 Changes stats: +9 Cun / +9 Dex 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. |
![]() 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: +18 (+4 eff.) Armour: +7 Changes stats: +5 Dex Mental save: +11 (+1 eff.) Maximum life: +63.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic hardened leather gloves of strength (+5) (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +7 Changes stats: +5 Str Mental save: +11 (+1 eff.) Maximum life: +64.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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: * 13% chance to cause random gloom Damage (Melee): 16 mind / 16 darkness Mental save: -6 (-1 eff.) Maximum life: +48.00 Mindpower: +4 (+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. |
![]() naturalist's iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +1 Damage (Melee): 7 nature Changes stats: +3 Str Changes resistances: +6% nature Changes damage: +5% nature Metal gloves protecting the hands up to the middle of the lower arm. |
![]() restful drakeskin leather gloves of dexterity (+6) (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +23 (+5 eff.) Armour: +3 Changes stats: +6 Dex Life regen: +4.00 Stamina each turn: +2.00 Maximum stamina: +36.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() rough leather gloves of butchering (0 def, 1 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +1 Changes resistances: +7% blight Spell save: +11 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring drakeskin leather gloves of the iron hand (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects when hit in melee: * 28% chance to reduce effective powers by 20% * 35 arcane resource burn Changes stats: +5 Str / +4 Wil / +5 Con Talent mastery: +0.20 Technique / Grappling Spell save: +20 (+3 eff.) Disarm immunity: +50% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring dwarven-steel gauntlets of the iron hand (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: Armour: +2 Effects when hit in melee: * 23% chance to reduce effective powers by 20% * 27 arcane resource burn Changes stats: +4 Str / +4 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Spell save: +17 (+2 eff.) Disarm immunity: +34% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring hardened leather gloves (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects when hit in melee: * 26% chance to reduce effective powers by 20% * 27 arcane resource burn Spell save: +17 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring hardened leather gloves of the juggernaut (0 def, 2 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects when hit in melee: * 27% chance to reduce effective powers by 20% * 27 arcane resource burn Changes stats: +4 Con Physical save: +20 (+3 eff.) Spell save: +18 (+2 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. |
![]() steady iron gauntlets of war-making (0 def, 1 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: Accuracy: +6 (+1 eff.) Physical crit. chance: +8.0% Armour: +1 Critical mult.: +7.00% Physical save: +6 (+1 eff.) Mental save: +6 (+0 eff.) Disarm immunity: +24% Spell crit. chance: +8% Mental crit. chance: +8% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() umbral hardened leather gloves of the starseeker (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 14 darkness Changes stats: +4 Cun / +4 Mag Changes resistances: +7% light / +18% darkness Changes damage: +8% darkness Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 172.72 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() voratun gauntlets 'Radhilin' (0 def, 9 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 15 blight / 29 mind / 38 darkness Changes stats: +4 Wil Changes resistances: +13% blight / +6% temporal Changes damage: +11% blight Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Mental save: +10 (+1 eff.) Maximum life: +80.00 Maximum hate: +4.00 Mindpower: +14 (+3 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. |
![]() Chargepassion the drakeskin leather cap (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +12 Str / +5 Dex / +2 Mag / +2 Wil / +10 Con Changes resistances: +15% acid / +14% fire / +15% cold / +12% lightning Changes resistances penetration: +20% lightning / +20% mind Psi when hit: +0.04 A cap made of leather. |
![]() Cyragavena (3 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +7 Wil / +7 Mag Changes resistances: +36% darkness / +6% fire Changes damage: +20% darkness Reduces incoming crit damage: 15.00% Spell save: +9 (+1 eff.) Blindness immunity: +45% Poison immunity: +10% Life regen: +6.00 Spellpower: +5 (+1 eff.) Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
![]() Cyrukira the dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +3 Str / +3 Cun / +4 Wil Changes resistances: +12% cold Changes damage: +9% arcane Allows you to breathe in: water Critical mult.: +10.00% Spell save: +30 (+4 eff.) Maximum vim: +30.00 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 534.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power 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. |
![]() Falydur (0 def, 5 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal Changes stats: +11 Str / +9 Dex / +4 Mag / +5 Wil / +5 Cun Changes resistances: +15% lightning / +24% temporal / +3% blight Mindpower: +6 (+1 eff.) See invisible: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
![]() Glitterrace (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 blind Changes stats: +5 Dex / +3 Mag Changes resistances: +18% nature / +12% light Changes resistances penetration: +15% light / +15% mind Changes damage: +6% light / +9% mind / +12% nature Infravision radius: +4 A pointy cloth hat, very wizardly... |
![]() Omniscience (7 def, 0 armour) Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+2 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() Shadethorn the elven-silk wizard hat (3 def, 6 armour) Powered by arcane forces 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: +10 Wil / +7 Cun / +5 Con Changes resistances: +30% light Changes resistances penetration: +10% blight / +15% fire / +30% arcane Changes damage: +20% light / +9% darkness Critical mult.: +15.00% Mana when firing critical spell: +1.00 Maximum vim: +10.00 Mindpower: +6 (+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 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 255.02 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Tarrasarain (0 def, 12 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: +12 Fatigue: +4% Changes stats: +4 Str / +4 Con Changes resistances: +15% cold / +9% mind / +9% darkness Changes resistances penetration: +25% mind Changes damage: +18% mind Poison immunity: +10% Knockback immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() aegis linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Life regen: +2.40 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
![]() bladed hardened leather cap of precognition (9 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +3 Defense: +9 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 physical Changes stats: +7 Cun / +4 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 534.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() bladed hardened leather cap of the bounder (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +11 Str / +8 Dex 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 534.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Wil / +6 Mag Spellpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() catburglar's dwarven-steel helm of ire (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: +4 Str / +8 Dex / +4 Con Changes resistances: +19% darkness Physical save: +8 (+1 eff.) Mental save: +11 (+1 eff.) Infravision radius: +6 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() champion's 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: +8 Str / +4 Wil / +4 Con Physical save: +8 (+1 eff.) Mental save: +22 (+2 eff.) Light radius: +2 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. |
![]() champion's 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% Changes stats: +2 Str / +5 Wil / +3 Cun Mental save: +7 (+0 eff.) Mindpower: +4 (+1 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() defender's rough leather cap of trickery (5 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +6 Defense: +5 (+1 eff.) Fatigue: +1% Changes stats: +3 Cun / +3 Dex Changes resistances: +3% all Physical save: +7 (+1 eff.) A cap made of leather. |
![]() drakeskin leather cap 'Thunderpride' (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 acid Changes stats: +5 Str / +14 Con Changes resistances: +19% mind / +12% blight Changes resistances penetration: +15% blight Changes damage: +6% blight / +9% lightning Mental save: +30 (+3 eff.) Confusion immunity: +50% A cap made of leather. |
![]() elven-silk wizard hat 'Glabeth' (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.) Changes stats: +3 Mag / +10 Wil / +7 Cun Changes resistances: +27% nature Changes resistances penetration: +10% mind Changes damage: +9% blight / +6% temporal / +18% nature Mana each turn: +3.16 Mana when hit: +2.30 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +110.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +1% Mindpower: +6 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() grounding iron helm of the bounder (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: +3 Fatigue: +5% Changes stats: +6 Str / +6 Dex Changes resistances: +7% lightning / +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() leafwalker'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: +6 Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +4 Dex Changes resistances: +11% nature Spell save: +8 (+1 eff.) Maximum life: +69.00 Healing mod.: +22% A cap made of leather. |
![]() mindcaging dwarven-steel helm of trickery (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 penetration: +7 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +4 Dex Changes resistances: +16% mind Mental save: +22 (+2 eff.) Confusion immunity: +38% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() mindcaging hardened leather cap of precognition (9 def, 3 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +3 Defense: +9 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Cun Changes resistances: +19% mind Mental save: +22 (+2 eff.) Confusion immunity: +38% A cap made of leather. |
![]() stabilizing cashmere wizard hat of knowledge (2 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Cun / +12 Wil Physical save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() stabilizing linen wizard hat of balance (1 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Wil Physical save: +7 (+1 eff.) Equilibrium when hit: +1.10 Psi when hit: +1.10 Hate when hit: +1.00 A pointy cloth hat, very wizardly... |
![]() stabilizing rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +13 (+2 eff.) A cap made of leather. |
![]() starseer's linen wizard hat of knowledge (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Cun / +4 Wil Changes damage: +6% physical / +6% temporal / +5% light / +5% darkness Mindpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() thaloren hardened leather cap of constitution (+7) (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: +7 Wil / +7 Con Changes resistances: +11% blight Mental save: +11 (+1 eff.) A cap made of leather. |
![]() thaloren 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: +6 (+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 / +4 Wil Changes resistances: +7% blight Mental save: +7 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Fogwake the voratun mail armour (5 def, 34 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +34 Defense: +5 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 4 darkness Changes resistances: +28% acid / +13% physical / +6% darkness / +13% fire / +27% cold / +6% arcane / +13% lightning Changes resistances penetration: +10% arcane / +10% darkness Changes damage: +6% darkness / +15% acid Allows you to breathe in: water Physical save: +15 (+2 eff.) A suit of armour made of mail. |
![]() Pyrescar the 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% Damage when hit (Melee): 16 acid Changes stats: +9 Str / +5 Wil Changes resistances: +26% cold Changes damage: +15% acid / +18% fire Grants telepathy: Demon/Minor Demon/Major Infravision radius: +3 See invisible: +12 A suit of armour made of mail. |
![]() Urthildir the Scorchterror (14 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +24 (+5 eff.) Armour: +10 Defense: +14 (+4 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +16% Changes stats: +20 Str / +10 Mag / +9 Wil / +2 Cun Changes resistances: +20% lightning / +13% physical / +19% darkness / +6% blight / +12% fire / +30% acid / +3% cold Reduces incoming crit damage: 5.00% Physical save: +9 (+1 eff.) Cut immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +10% Spellpower: +25 (+5 eff.) Spell crit. chance: +10% Mindpower: +25 (+5 eff.) Mental crit. chance: +9% 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. |
![]() Xutira the Unlightfist (20 def, 32 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +32 Defense: +20 (+5 eff.) Fatigue: +16% Effects on melee hit: * 10% chance to disease Changes stats: +6 Cun / +1 Con Changes resistances: +30% acid / +3% mind Changes resistances penetration: +5% physical Changes damage: +9% darkness Physical save: +30 (+4 eff.) Mental save: +20 (+2 eff.) Life regen: +4.00 Maximum life: +100.00 Healing mod.: +30% A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +7 Cun / +6 Wil Mental save: +15 (+1 eff.) A suit of armour made of mail. |
![]() enlightening iron mail armour of resilience (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature 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: +4 Cun / +5 Wil Mental save: +13 (+1 eff.) Maximum life: +28.00 A suit of armour made of mail. |
![]() enlightening steel mail armour of command (10 def, 12 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +14% Changes stats: +9 Cun / +5 Wil Mental save: +32 (+3 eff.) A suit of armour made of mail. |
![]() enlightening stralite mail armour of acid 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: +8 Cun / +7 Wil Changes resistances: +27% acid Mental save: +22 (+2 eff.) A suit of armour made of mail. |
![]() enlightening stralite mail armour of the deep (4 def, 13 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +8 Cun / +8 Wil Changes resistances: +13% acid / +13% cold Allows you to breathe in: water Mental save: +22 (+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: +4.00 Maximum life: +77.00 Healing mod.: +30% A suit of armour made of mail. |
![]() enlightening voratun mail armour of implacability (5 def, 15 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: +15 Defense: +5 (+1 eff.) Fatigue: +6% Changes stats: +9 Cun / +9 Wil Physical save: +15 (+2 eff.) Mental save: +25 (+2 eff.) A suit of armour made of mail. |
![]() enlightening voratun mail armour of natural resilience (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces 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 / +9 Wil Changes resistances: +20% nature / +16% blight Reduced damage from: +12% Unnatural Mental save: +25 (+2 eff.) A suit of armour made of mail. |
![]() hardened steel mail armour (2 def, 13 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +9% acid / +9% physical / +9% fire / +7% cold / +9% lightning A suit of armour made of mail. |
![]() hardened steel mail armour of clarity (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: +14% Changes resistances: +9% acid / +9% physical / +9% cold / +9% fire / +7% mind / +9% lightning Mental save: +16 (+1 eff.) A suit of armour made of mail. |
![]() hardened stralite mail armour of command (17 def, 24 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: +24 Defense: +17 (+4 eff.) Fatigue: +16% Changes stats: +4 Cun Changes resistances: +10% acid / +12% physical / +10% fire / +12% cold / +12% lightning Mental save: +21 (+2 eff.) A suit of armour made of mail. |
![]() impenetrable stralite mail armour of implacability (4 def, 31 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +31 Defense: +4 (+1 eff.) Fatigue: +8% Physical save: +13 (+2 eff.) A suit of armour made of mail. |
![]() radiant iron mail armour of command (9 def, 8 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 6 light Changes stats: +2 Cun / +2 Wil Changes resistances: +14% blight / +14% darkness Mental save: +13 (+1 eff.) Light radius: +2 A suit of armour made of mail. |
![]() radiant steel mail armour of command (11 def, 12 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +11 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 7 light Changes stats: +3 Cun / +3 Wil Changes resistances: +18% blight / +17% darkness Mental save: +16 (+1 eff.) Light radius: +2 A suit of armour made of mail. |
![]() radiant voratun mail armour of Eyal (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 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: +6 Wil Changes resistances: +30% blight / +29% darkness Life regen: +3.10 Maximum life: +93.00 Light radius: +2 Healing mod.: +27% A suit of armour made of mail. |
![]() rejuvenating 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 Life regen: +3.10 Stamina each turn: +0.90 A suit of armour made of mail. |
![]() rejuvenating steel mail armour of acid resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +21% acid Life regen: +4.40 Stamina each turn: +1.30 A suit of armour made of mail. |
![]() spiked iron mail armour of Eyal (2 def, 4 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: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 12 physical Life regen: +1.40 Maximum life: +52.00 Healing mod.: +14% A suit of armour made of mail. |
![]() spiked 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% Damage when hit (Melee): 13 physical Changes stats: +6 Str Changes resistances: +13% 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. |
![]() steel mail armour 'Nightwinnow' (2 def, 13 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +14% Effects on melee hit: * 26 arcane resource burn Changes resistances: +9% acid / +9% physical / +15% light / +8% cold / +14% lightning / +9% fire / +6% nature / +9% darkness Changes resistances penetration: +33% darkness Changes damage: +9% mind Spell save: +40 (+5 eff.) 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: +7 Str Changes resistances: +13% 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 'Lisyvea' (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: +3 Con Changes resistances: +27% acid / +12% mind / +6% arcane Changes damage: +9% physical Critical mult.: +15.00% Mental save: +9 (+1 eff.) Stun/Freeze immunity: +20% Knockback immunity: +15% Healing mod.: +20% A suit of armour made of mail. |
![]() voratun mail armour of Eyal (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Life regen: +4.00 Maximum life: +100.00 Healing mod.: +28% A suit of armour made of mail. |
![]() voratun mail armour of Eyal (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Life regen: +4.00 Maximum life: +99.00 Healing mod.: +30% A suit of armour made of mail. |
![]() Bethissra the Lightorder (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: +0% Damage when hit (Melee): 8 light / 12 physical Changes stats: +10 Mag Changes resistances: +26% light Mental save: +12 (+1 eff.) Psi when hit: +0.20 Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Maximum psi: +30.00 A suit of armour made of leather. |
![]() Blazetrencher (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +10 Str / +5 Mag Changes resistances: +25% physical / +20% darkness / +29% cold Changes resistances penetration: +20% lightning / +15% blight Changes damage: +6% temporal Physical save: +23 (+3 eff.) Vim when firing critical spell: +3.00 Spellpower: +6 (+1 eff.) Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent 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. |
![]() Halorab the Hellgrind (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: +0% Changes stats: +3 Mag / +6 Wil / +4 Cun Changes resistances: +9% fire / +12% darkness / +18% cold Changes damage: +15% mind Reduces incoming crit damage: 20.00% Mental save: +21 (+2 eff.) Maximum psi: +40.00 A suit of armour made of leather. |
![]() Muckbearer the cured leather armour (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% Damage when hit (Melee): 8 nature Changes resistances: +7% physical / +6% light / +15% fire Reduces incoming crit damage: 20.00% Physical save: +16 (+2 eff.) Spell save: +40 (+5 eff.) Mental save: +12 (+1 eff.) Disarm immunity: +25% Stun/Freeze immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
![]() Rotstrike (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 10 darkness Damage (Ranged): 10 darkness Damage when hit (Melee): 4 blight Changes resistances: +46% darkness / +29% cold / +20% light / +28% temporal Changes resistances penetration: +20% blight Changes damage: +12% nature Mana each turn: +0.04 Mana when firing critical spell: +2.00 Spellpower: +12 (+3 eff.) Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
![]() Ulferoddasta the drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +2 Cun / +2 Con Changes resistances: +51% lightning / +18% physical / +16% acid / +6% blight / +47% cold / +25% fire / +3% temporal Hate when firing a critical mind attack: +2.00 Mindpower: +24 (+5 eff.) Light radius: +2 A suit of armour made of leather. |
![]() cured leather armour (2 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% A suit of armour made of leather. |
![]() drakeskin leather armour 'Blazeonslaught' (5 def, 12 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +9 Wil / +9 Cun / +2 Con Changes resistances: +9% acid / +15% physical / +20% darkness / +3% blight / +10% mind Changes resistances penetration: +10% fire Critical mult.: +5.00% Mental save: +47 (+5 eff.) Disarm immunity: +10% Mana each turn: +0.04 Maximum mana: +20.00 Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent 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 of Eyal (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Life regen: +4.00 Maximum life: +58.00 Healing mod.: +30% A suit of armour made of leather. |
![]() drakeskin leather armour of command (20 def, 18 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +6 Cun Mental save: +25 (+2 eff.) A suit of armour made of leather. |
![]() duelist's drakeskin leather armour (13 def, 18 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +10 Cun / +10 Dex A suit of armour made of leather. |
![]() duelist's hardened leather armour (10 def, 13 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +13 Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +7 Cun / +8 Dex A suit of armour made of leather. |
![]() duelist's hardened leather armour of Toknor (10 def, 11 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +11 Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +8 Cun / +8 Dex Critical mult.: +16.00% A suit of armour made of leather. |
![]() duelist's rough leather armour of lightning resistance (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 Changes resistances: +18% lightning A suit of armour made of leather. |
![]() duelist's rough leather armour of the deep (5 def, 8 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +6% Changes stats: +5 Cun / +5 Dex Changes resistances: +7% acid / +7% cold Allows you to breathe in: water A suit of armour made of leather. |
![]() enlightening hardened leather armour of Toknor (3 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +7 Cun / +7 Wil Critical mult.: +16.00% Mental save: +14 (+1 eff.) A suit of armour made of leather. |
![]() enlightening hardened leather armour of clarity (3 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +7 Cun / +7 Wil Changes resistances: +8% mind Mental save: +38 (+4 eff.) A suit of armour made of leather. |
![]() enlightening hardened leather armour of command (14 def, 14 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +14 Defense: +14 (+4 eff.) Fatigue: +8% Changes stats: +11 Cun / +7 Wil Mental save: +37 (+4 eff.) A suit of armour made of leather. |
![]() enlightening reinforced leather armour of lightning resistance (4 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: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +8 Cun / +8 Wil Changes resistances: +27% lightning Mental save: +22 (+2 eff.) A suit of armour made of leather. |
![]() marauder's reinforced leather armour of acid resistance (11 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+3 eff.) Fatigue: +8% Changes stats: +9 Str / +8 Dex Changes resistances: +26% acid Physical save: +11 (+2 eff.) A suit of armour made of leather. |
![]() marauder's rough leather armour of Toknor (5 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +2 Defense: +5 (+1 eff.) Fatigue: +6% Changes stats: +5 Str / +5 Dex Critical mult.: +12.00% Physical save: +8 (+1 eff.) A suit of armour made of leather. |
![]() multi-hued reinforced leather armour of lightning resistance (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 resistances: +17% acid / +17% physical / +15% fire / +17% cold / +44% lightning Mindpower: +13 (+3 eff.) A suit of armour made of leather. |
![]() nimble hardened leather armour of command (25 def, 12 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +25 (+6 eff.) Ranged Defense: +11 (+3 eff.) Fatigue: +8% Changes stats: +4 Dex / +4 Cun Mental save: +17 (+1 eff.) Movement speed: +20% A suit of armour made of leather. |
![]() radiant cured leather armour of alacrity (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes resistances: +18% blight / +16% darkness Light radius: +2 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() radiant hardened leather armour of Eyal (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 10 light Changes stats: +4 Wil Changes resistances: +19% blight / +18% darkness Life regen: +2.80 Maximum life: +75.00 Light radius: +2 Healing mod.: +22% A suit of armour made of leather. |
![]() radiant hardened leather armour of acid 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% Damage when hit (Melee): 10 light Changes stats: +4 Wil Changes resistances: +22% blight / +15% darkness / +24% acid Light radius: +2 A suit of armour made of leather. |
![]() rough leather armour of the wind (8 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: +8 (+2 eff.) Fatigue: +6% Stamina each turn: +0.70 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: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 141 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() searing rough leather armour (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +13% acid / +13% fire A suit of armour made of leather. |
![]() spiked reinforced leather armour of stability (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 15 physical Changes resistances: +8% physical Physical save: +22 (+3 eff.) A suit of armour made of leather. |
![]() troll-hide hardened leather armour of resilience (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Life regen: +9.20 Maximum life: +90.00 Healing mod.: +22% A suit of armour made of leather. |
![]() troll-hide reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Life regen: +12.60 Maximum life: +50.00 Healing mod.: +26% A suit of armour made of leather. |
![]() volcanic rough leather armour of delving (1 def, 9 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +9 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes stats: +5 Str Changes resistances: +13% fire / +11% darkness / +21% 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. |
![]() Bokuchak the iron plate armour (3 def, 7 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: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes stats: +4 Cun Changes resistances: +18% lightning / +6% arcane Changes damage: +15% mind Physical save: +42 (+5 eff.) Poison immunity: +10% Confusion immunity: +35% Knockback immunity: +15% Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of metal plates. |
![]() Stokeweeper (3 def, 7 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: +7 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 20 fire Changes stats: +1 Cun Changes resistances: +18% cold Changes resistances penetration: +5% mind Changes damage: +3% nature / +9% fire Grants telepathy: All Equilibrium when hit: +0.04 A suit of armour made of metal plates. |
![]() Strikebraze (9 def, 46 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +2 Physical crit. chance: +3.0% Armour: +46 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +7 Str / +7 Con Changes resistances: +12% acid / +12% physical / +13% cold / +12% fire / +9% nature / +13% lightning Changes damage: +27% lightning Stamina each turn: +0.40 Maximum life: +83.00 A suit of armour made of metal plates. |
![]() Windwedge the iron plate armour (3 def, 7 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: +7 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * 40% chance to corrode armour by 30% Damage when hit (Melee): 24 nature / 26 acid Changes resistances: +18% acid / +17% fire / +12% nature Changes resistances penetration: +25% acid Changes damage: +12% acid A suit of armour made of metal plates. |
![]() 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: +7 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 metal plates. |
![]() enlightening dwarven-steel plate armour of implacability (5 def, 18 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +6 Cun / +7 Wil Physical save: +11 (+2 eff.) Mental save: +16 (+1 eff.) A suit of armour made of metal plates. |
![]() enlightening steel plate armour (4 def, 9 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: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +6 Cun / +6 Wil Mental save: +16 (+1 eff.) A suit of armour made of metal plates. |
![]() impenetrable dwarven-steel plate armour of Eyal (5 def, 25 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Fatigue: +24% Life regen: +2.50 Maximum life: +75.00 Healing mod.: +22% A suit of armour made of metal plates. |
![]() impenetrable stralite plate armour of Eyal (7 def, 30 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: +30 Defense: +7 (+2 eff.) Fatigue: +26% Life regen: +3.00 Maximum life: +88.00 Healing mod.: +26% A suit of armour made of metal plates. |
![]() iron plate armour 'Undeath's kiss' (3 def, 15 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: +15 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * Slows global speed by 40% Changes stats: +7 Wil Changes resistances: +9% nature Changes damage: +18% nature / +21% mind Critical mult.: +30.00% Mindpower: +4 (+1 eff.) A suit of armour made of metal plates. |
![]() iron plate armour of thunder (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Physical power: +13 (+3 eff.) Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +12% lightning Spellpower: +12 (+3 eff.) Spell crit. chance: +6% Mindpower: +13 (+3 eff.) Mental crit. chance: +6% A suit of armour made of metal plates. |
![]() radiant dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 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: +20% blight / +21% darkness Light radius: +2 A suit of armour made of metal plates. |
![]() radiant dwarven-steel plate armour of natural resilience (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% Damage when hit (Melee): 10 light Changes stats: +4 Wil Changes resistances: +36% blight / +16% nature / +21% darkness Reduced damage from: +11% Unnatural Light radius: +2 A suit of armour made of metal plates. |
![]() stralite plate armour 'Cracklerigor' (19 def, 13 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: Armour: +13 Defense: +19 (+5 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 12 acid / 24 lightning Changes resistances: +12% lightning / +21% fire / +9% light Mental save: +40 (+4 eff.) Poison immunity: +20% Cut immunity: +20% Only die when reaching: -108.00 life A suit of armour made of metal plates. |
![]() voratun plate armour 'Scorchwend' (18 def, 30 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +30 Defense: +18 (+5 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 8 lightning Changes stats: +17 Str / +7 Con Changes resistances: +13% acid / +14% physical / +20% darkness / +6% blight / +15% cold / +6% fire Changes resistances penetration: +5% fire Allows you to breathe in: water Blindness immunity: +10% Disease immunity: +30% Stun/Freeze immunity: +10% Maximum life: +90.00 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. |
![]() Brenokhad (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 (Melee): 8 fire Damage when hit (Melee): 13 fire Changes stats: +5 Con Changes resistances: +9% blight Changes damage: +12% physical Talent granted: +3 Block Critical mult.: +6.00% Physical save: +9 (+1 eff.) Disease immunity: +10% Maximum life: +120.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Handheld deflection devices. |
![]() Brightwoe the stralite shield (10 def, 2 armour, 138 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: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 9 lightning Damage when hit (Melee): 22 lightning / 20 nature / 12 light Changes resistances: +6% fire / +18% light / +9% cold Changes resistances penetration: +10% lightning / +33% nature Talent granted: +4 Block Light radius: +3 Handheld deflection devices. |
![]() Sanguine Shield (14 def, 4 armour, 220 block) Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+4 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() Stormmark the stralite shield (10 def, 2 armour, 136.5 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: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects on melee hit: * 40% chance to daze at end of turn * Slows global speed by 40% Damage (Melee): 9 acid Damage when hit (Melee): 30 acid Changes resistances: +15% mind / +15% nature Changes resistances penetration: +15% mind / +20% lightning Changes damage: +12% lightning Talent granted: +4 Block Handheld deflection devices. |
![]() Ulukor (12 def, 3 armour, 211.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 8 cold Damage when hit (Melee): 40 ice Changes stats: +3 Cun / +6 Wil Changes resistances: +49% cold / +2% physical Changes resistances penetration: +5% mind Talent granted: +5 Block Blindness immunity: +40% Infravision radius: +3 Handheld deflection devices. |
![]() acidic dwarven-steel shield of mind resistance (+16%) (8 def, 2 armour, 82 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Infused by psionic 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 (Melee): 8 acid Damage when hit (Melee): 25 acid Changes resistances: +16% mind Talent granted: +3 Block Handheld deflection devices. |
![]() acidic steel shield of arcane resistance (+14%) (6 def, 2 armour, 41 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting 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 (Melee): 7 acid Damage when hit (Melee): 20 acid Changes resistances: +14% arcane Talent granted: +2 Block Handheld deflection devices. |
![]() corrosive stralite shield of patience (10 def, 2 armour, 144.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane 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% Effects when hit in melee: * 17% chance to corrode armour by 30% Damage when hit (Melee): 18 temporal Changes stats: +5 Con Changes resistances: +18% acid / +18% temporal Talent granted: +4 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 (381) 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. |
![]() coruscating dwarven-steel shield of cold resistance (+24%) (8 def, 2 armour, 75 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 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): 28 fire Changes stats: +4 Str Changes resistances: +16% fire / +24% cold Talent granted: +3 Block Handheld deflection devices. |
![]() dwarven-steel shield 'Dazzlestalker' (8 def, 2 armour, 82 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% Changes resistances: +16% blight / +12% fire / +16% nature Talent granted: +3 Block Handheld deflection devices. |
![]() gloomy voratun shield of cold resistance (+30%) (12 def, 3 armour, 204.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to cause random gloom Effects when hit in melee: * 35% chance to cause random gloom Changes resistances: +30% cold Talent granted: +5 Block Handheld deflection devices. |
![]() icy stralite shield of earthen fury (10 def, 15 armour, 145 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: +15 Armour Hardiness: +9% Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 8 cold Damage when hit (Melee): 15 ice Changes resistances: +18% physical Talent granted: +4 Block Handheld deflection devices. |
![]() impervious dwarven-steel shield of fire resistance (+24%) (8 def, 11 armour, 154 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +11 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +6 Con Changes resistances: +24% fire Talent granted: +3 Block Physical save: +11 (+2 eff.) Handheld deflection devices. |
![]() impervious steel shield (6 def, 8 armour, 108.5 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: +8 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 voratun shield (12 def, 14 armour, 313 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: Armour: +14 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. |
![]() iron shield 'Falerak' (4 def, 8 armour, 18.5 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: +8 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage when hit (Melee): 15 acid Changes stats: +6 Wil Changes resistances: +6% acid / +4% physical / +6% light / +9% blight / +6% cold / +12% nature Talent granted: +1 Block Critical mult.: +15.00% Only die when reaching: -40.00 life Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Handheld deflection devices. |
![]() living steel shield of cold resistance (+14%) (6 def, 2 armour, 39.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 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% Damage when hit (Melee): 14 nature Changes resistances: +14% blight / +21% cold / +14% nature Talent granted: +2 Block Maximum life: +66.00 Handheld deflection devices. |
![]() reinforced dwarven-steel shield of patience (8 def, 11 armour, 129.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +11 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 16 temporal Changes resistances: +16% temporal Talent granted: +3 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: 3.0 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 (447) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() reinforced voratun shield of resistance (12 def, 15 armour, 299.5 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: +15 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +12% acid / +13% fire / +13% cold / +11% lightning Talent granted: +5 Block Handheld deflection devices. |
![]() scouring iron shield (4 def, 2 armour, 23.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting 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% Effects when hit in melee: * 19% chance to reduce effective powers by 20% * 19 arcane resource burn Changes stats: +4 Con Changes resistances: +8% acid / +8% nature Talent granted: +1 Block Handheld deflection devices. |
![]() scouring steel shield of resistance (6 def, 2 armour, 39 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting 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% Effects when hit in melee: * 23% chance to reduce effective powers by 20% * 23 arcane resource burn Changes stats: +5 Con Changes resistances: +18% acid / +9% cold / +7% fire / +11% nature / +9% lightning Talent granted: +2 Block Handheld deflection devices. |
![]() scouring stralite shield of temporal resistance (+15%) (10 def, 2 armour, 138 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 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% Effects when hit in melee: * 31 arcane resource burn * 31% chance to reduce effective powers by 20% * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Con Changes resistances: +15% acid / +18% temporal / +17% nature Talent granted: +4 Block Handheld deflection devices. |
![]() shocking dwarven-steel shield of crushing (8 def, 2 armour, 85 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 (Melee): 8 lightning Damage when hit (Melee): 21 lightning Talent granted: +3 Block Handheld deflection devices. |
![]() shocking dwarven-steel shield of resistance (8 def, 2 armour, 73 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): 22 lightning Changes resistances: +10% acid / +8% fire / +8% cold / +10% lightning Talent granted: +3 Block Handheld deflection devices. |
![]() stralite shield of radiance (10 def, 2 armour, 146.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane 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% Effects when hit in melee: * 34% chance to blind Changes stats: +6 Con / +4 Mag Changes resistances: +18% light Talent granted: +4 Block Handheld deflection devices. |
![]() voratun shield 'Blindwell' (12 def, 3 armour, 193 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 10 fire Effects when hit in melee: * 20% chance to daze at end of turn Damage when hit (Melee): 4 blight / 20 fire Changes stats: +1 Str / +6 Dex / +5 Wil Changes resistances: +20% lightning / +3% light Changes damage: +15% blight Talent granted: +5 Block Light radius: +2 Handheld deflection devices. |
![]() voratun shield 'Lightninggore' (12 def, 3 armour, 195.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 10 acid Damage when hit (Melee): 35 acid Changes resistances: +19% mind / +36% acid Grants telepathy: Demon/Minor Demon/Major Talent granted: +5 Block Mental save: +3 (+0 eff.) Maximum hate: +4.00 Maximum psi: +20.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +10 Handheld deflection devices. |
![]() voratun shield 'Poluba' (12 def, 24 armour, 201.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Armour: +24 Armour Hardiness: +6% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +2 Mag Changes resistances: +20% physical / +27% cold Changes resistances penetration: +10% arcane Talent granted: +5 Block Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +2 Handheld deflection devices. |
![]() voratun shield 'Urthogorn' (12 def, 3 armour, 205.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 10 cold Damage when hit (Melee): 20 ice / 40 fire Changes stats: +6 Str / +4 Mag / +4 Wil Changes resistances: +20% fire / +15% light / +15% darkness Changes resistances penetration: +15% blight Changes damage: +9% blight Talent granted: +5 Block Mana each turn: +0.12 Damage Shield penetration: +30% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() voratun shield of resistance (12 def, 3 armour, 193.5 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: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +12% acid / +13% fire / +12% cold / +12% lightning Talent granted: +5 Block Handheld deflection devices. |
![]() warded stralite shield of crushing (10 def, 2 armour, 141.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 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% Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Talents granted: +4 Block +1 Ward Handheld deflection devices. |
![]() warded stralite shield of crushing (10 def, 2 armour, 135 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 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% Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Talents granted: +4 Block +1 Ward Handheld deflection devices. |
![]() warded stralite shield of patience (10 def, 2 armour, 147 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane 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): 18 temporal Changes resistances: +18% temporal Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +4 cold Talents granted: +4 Block +1 Ward 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: 4.0 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 (503) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() wintry dwarven-steel shield of resistance (8 def, 2 armour, 80 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): 16 ice Changes stats: +4 Wil Changes resistances: +10% acid / +8% fire / +26% cold / +10% lightning Talent granted: +3 Block Handheld deflection devices. |
![]() wintry stralite shield of earthen fury (10 def, 15 armour, 131.5 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: +15 Armour Hardiness: +9% Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 18 ice Changes stats: +5 Wil Changes resistances: +18% cold / +18% physical Talent granted: +4 Block Handheld deflection devices. |
![]() Armulakhad the Scorchripper (22/22, 20-28 power, 7 apr) Requires: - Dexterity 16 Infused by nature 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: +1.5% Capacity: 22 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +8 mind / +16 fire Burst (radius 1) on hit: +16 mind / +52 fire Burst (radius 2) on crit: +36 fire Arrows are used with bows to pierce your foes to death. |
![]() Getevor the Murkream (18/18, 23.5-32.9 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 23.5 - 32.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 On weapon hit: * Slows global speed by 53% Damage (Ranged): +16 nature Burst (radius 1) on hit: +20 nature Burst (radius 2) on crit: +36 nature Arrows are used with bows to pierce your foes to death. |
![]() Pyrewolf (14/14, 29.5-41.3 power, 8 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 29.5 - 41.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Capacity: 14 On weapon hit: * 53% chance to corrode armour by 30% Damage (Ranged): +40 acid / +12 fire Burst (radius 1) on hit: +16 fire When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
![]() Rageromimnir the Naturespitter (15/15, 20-28 power, 7 apr) Requires: - Dexterity 16 Infused by nature 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: +1.5% Capacity: 15 On weapon hit: * 53 arcane resource burn Damage (Ranged): +26 fire / +28 nature Burst (radius 1) on hit: +44 mind Burst (radius 2) on crit: +20 mind / +14 fire Arrows are used with bows to pierce your foes to death. |
![]() inquisitor's quiver of elven-wood arrows of erosion (21/21, 45.5-63.7 power, 14 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 70% Dex, 50% Str 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. |
![]() insidious quiver of yew arrows of annihilation (23/23, 44-61.6 power, 22 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 44.0 - 61.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +22 Crit. chance: +14.0% Capacity: 23 Travel speed: +200% Damage (Ranged): +60 insidious poison Arrows are used with bows to pierce your foes to death. |
![]() psychokinetic quiver of yew arrows of persecution (17/17, 33.5-46.9 power, 10 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 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: * disrupts spell-casting * 10% chance to knock the target back Damage (Ranged): +54 physical Damage against: +29% Unnatural Arrows are used with bows to pierce your foes to death. |
![]() quiver of yew arrows 'Galeknave' (15/15, 34.5-48.3 power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.5 - 48.3 Uses stats: 50% Str, 70% Dex Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 15 On weapon hit: * 53% chance to daze at end of turn * 10% chance to knock the target back Damage (Ranged): +40 lightning / +53 physical / +8 mind Burst (radius 1) on hit: +40 lightning / +12 acid Burst (radius 2) on crit: +8 lightning / +20 mind 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 (+1 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 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 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() brutal iron pickaxe (dig speed 18 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +6 (+2 eff.) Changes stats: +1 Str Critical mult.: +12.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() shattering dwarven-steel pickaxe (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +18% physical 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 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 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 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. |
![]() Carrionnull the alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Fatigue: -16% Changes stats: +5 Wil / +5 Cun / +4 Con Changes resistances: +18% nature Grants telepathy: Demon/Minor Demon/Major Light radius: +7 Infravision radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Phoenixzephyr Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +14 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 12 lightning Changes stats: +7 Dex / +4 Wil Changes resistances: +5% physical Changes damage: +27% fire Critical mult.: +12.00% Stamina each turn: +1.00 Only die when reaching: -60.00 life 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. |
![]() alchemist's lamp 'Radhufast' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +8 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: -10% Changes stats: +20 Cun / +3 Con Changes damage: +12% acid Light radius: -7 Infravision radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() bright alchemist's lamp of focus Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes damage: +11% mind Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() bright alchemist's lamp of health Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +61.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() nightwalker's alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes stats: +5 Wil Critical mult.: +16.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() scorching brass lantern of focus Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 14 fire Changes stats: +4 Wil Changes resistances: +6% fire Changes damage: +7% mind 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. |
![]() 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. |
![]() Airbone the pouch of iron shots (17/17, 13.5-16.2 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 On weapon hit: * 53% chance to daze at end of turn Damage (Ranged): +36 lightning / +32 mind Burst (radius 1) on hit: +16 mind / +16 lightning Burst (radius 2) on crit: +16 mind Shots are used with slings to pummel your foes to death. |
![]() Bleakcrack (19/19, 44-52.8 power, 8 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 44.0 - 52.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 53% chance to blind Travel speed: +200% Damage (Ranged): +40 insidious poison / +20 physical / +24 darkness Burst (radius 1) on hit: +20 darkness When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
![]() Earudraneg (12/12, 28-33.6 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 28.0 - 33.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +6.5% Capacity: 12 On weapon hit: * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +26 physical Burst (radius 1) on hit: +12 mind / +16 physical Burst (radius 2) on crit: +16 mind When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
![]() Glareroar the pouch of dwarven-steel shots (20/20, 35-42 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.0 - 42.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * 53% chance to corrode armour by 30% * 53% chance to blind * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +8 acid / +8 light Burst (radius 1) on hit: +36 light Burst (radius 2) on crit: +20 light Shots are used with slings to pummel your foes to death. |
![]() Growthbolt the pouch of stralite shots (17/17, 43-51.6 power, 5 apr) Requires: - Dexterity 35 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: Acid Accuracy bonus: +0.1% dam / acc Accuracy: +21 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 On weapon hit: * Slows global speed by 53% * 53% chance to corrode armour by 30% Damage (Ranged): +12 acid / +24 nature Burst (radius 1) on hit: +20 acid Burst (radius 2) on crit: +20 nature Shots are used with slings to pummel your foes to death. |
![]() Mardaharakan the Brightmonster (23/23, 27.5-33 power, 4 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 27.5 - 33.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +4.0% Capacity: 23 On weapon hit: * 53% chance to blind Travel speed: +200% Damage (Ranged): +16 light Burst (radius 1) on hit: +24 light / +8 darkness When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
![]() Poruranne the Unlightwedge (18/18, 31.5-37.8 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 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: * 53% chance to inflict 15% damage reduction Damage (Ranged): +14 temporal / +24 darkness / +8 mind / +14 nature Burst (radius 1) on hit: +36 darkness / +24 mind Burst (radius 2) on crit: +16 darkness / +8 fire Shots are used with slings to pummel your foes to death. |
![]() Thunderflash (18/18, 29-34.8 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 29.0 - 34.8 Uses stats: 50% Cun, 70% Dex Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 On weapon hit: * Slows global speed by 53% * 53% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage (Ranged): +14 bleed / +12 fire / +16 mind Burst (radius 1) on hit: +16 lightning / +12 fire / +8 mind Burst (radius 2) on crit: +20 lightning / +8 fire Shots are used with slings to pummel your foes to death. |
![]() elemental pouch of stralite shots of warping (21/21, 45.5-54.6 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.5 - 54.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 On weapon hit: * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +10 physical / +15 temporal Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of dwarven-steel shots of accuracy (22/22, 33.5-40.2 power, 3 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 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 (22/22, 34.5-41.4 power, 3 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon hit: * 10% chance to crush the target Damage (Ranged): +20 darkness / +13 gravity Damage against: +11% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of stralite shots of accuracy (22/22, 42.5-51 power, 5 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +21 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 Damage (Ranged): +25 darkness Damage against: +16% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of stralite shots of amnesia (17/19, 45.5-54.6 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.5 - 54.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +25 darkness Damage against: +14% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of stralite shots of torment (20/20, 43-51.6 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.0 - 51.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 20% chance to torment the target Damage (Ranged): +42 darkness / +17 mind Damage against: +17% Living Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of iron shots of warping (19/21, 14-16.8 power, 1 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 21 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * burns latent spell energy Damage (Ranged): +13 manaburn arcane / +8 physical / +8 temporal Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots of torment (19/19, 45.5-54.6 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.5 - 54.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 On weapon hit: * 20% chance to torment the target Damage (Ranged): +13 mind / +17 darkness Shots are used with slings to pummel your foes to death. |
![]() sentry's pouch of steel shots of annihilation (36/36, 31.5-37.8 power, 14 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 31.5 - 37.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Crit. chance: +10.5% Capacity: 36 Turns elapse between self-loadings: 4 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() Bethyrakira the Sewerprophet [power 3] (10 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% Damage when hit (Melee): 12 fire / 16 nature / 16 mind Changes resistances: +20% mind / +6% fire Changes resistances penetration: +15% mind / +20% nature Changes damage: +6% nature / +15% mind Talent granted: +3 Telekinetic Blast It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
![]() telekinetic dwarven-steel torque of thermal psionic shield [power 93] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent granted: +4 Telekinetic Blast It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 93 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() warded steel torque of psychoportation [power 31] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 31), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Faledor the dragonbone totem of cure ailments [power 5] (10 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +2 Str Changes resistances: +3% blight / +12% fire / +6% light Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +4 Lay Web Disarm immunity: +15% Pinning immunity: +10% It can be used to remove up to 5 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 16 equilibrium. 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: +6 Con / +7 Wil 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. |
![]() elm totem of cure ailments 'Furnacevice' [power 1] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Fatigue: -8% Changes stats: +8 Str / +3 Mag Changes resistances: +24% fire Changes resistances penetration: +33% fire Changes damage: +30% nature / +12% fire Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() overpowered elven-wood totem of cure ailments [power 6] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 6 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
![]() rushing elm totem of cure ailments [power 1] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() webbed 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: Lay Web (-1 turn) Talent granted: +5 Lay Web 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. |
![]() 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. |
![]() Wildmistress [power 265] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Fatigue: -12% Changes stats: +10 Str / +13 Mag / +5 Wil Changes resistances: +24% nature See invisible: +24 It can be used to creates a wall of flames lasting 4 turns (dealing 525 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. |
![]() overpowered ash wand of clairvoyance [power 13] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 13, power 73 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() volcanic elven-wood wand of conjuration [power 361] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +5 Volcano It can be used to fire a bolt of a random element with (base) damage 180 to 361, 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. |
![]() yew wand of clairvoyance 'Yviwe' [power 12] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +8.0% Armour: +8 Damage when hit (Melee): 16 mind Changes stats: +9 Dex Maximum wards: +4 lightning / +4 temporal / +3 blight / +3 fire / +4 cold Changes damage: +9% mind Talent granted: +1 Ward Life regen: +0.80 Mindpower: +6 (+1 eff.) It can be used to reveal the area around you, dispelling darkness (radius 12, power 72 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. |
![]() 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: 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
46th Dusk 122nd year of Ascendancy at 05:06 see stats
By test test the Homosuperior Paradox Mage level 9
75th Pyre 122nd year of Ascendancy at 07:06 see stats
By test test the Homosuperior Paradox Mage level 10
75th Pyre 122nd year of Ascendancy at 07:06 see stats
By test test the Homosuperior Paradox Mage level 20
75th Pyre 122nd year of Ascendancy at 07:06 see stats
By test test the Homosuperior Paradox Mage level 30
75th Pyre 122nd year of Ascendancy at 07:06 see stats
By test test the Homosuperior Paradox Mage level 40
75th Pyre 122nd year of Ascendancy at 07:06 see stats
By test test the Homosuperior Paradox Mage level 50
75th Pyre 122nd year of Ascendancy at 07:06 see stats
By test test the Homosuperior Paradox Mage level 50
27th Dusk 122nd year of Ascendancy at 23:21 see stats
By test test the Homosuperior Paradox Mage level 50
27th Dusk 122nd year of Ascendancy at 23:21 see stats
By test test the Homosuperior Paradox Mage level 50
27th Dusk 122nd year of Ascendancy at 23:21 see stats
By test test the Homosuperior Paradox Mage level 50
45th Dusk 122nd year of Ascendancy at 07:48 see stats
By test test the Homosuperior Paradox Mage level 50
44th Dusk 122nd year of Ascendancy at 01:56 see stats
By test test the Homosuperior Paradox Mage level 50
27th Dusk 122nd year of Ascendancy at 23:21 see stats
By test test the Homosuperior Paradox Mage level 4
75th Pyre 122nd year of Ascendancy at 07:06 see stats
By test test the Homosuperior Paradox Mage level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Something hits test test for 1821 fire, 248 healing (1821 total damage) [248 healing].
Something hits test test for 1587 physical, 217 healing (1587 total damage) [217 healing].
test test HEALS from physical damage!
test test HEALS from fire damage!
Something hits test test for 138 physical, 19 healing, 1917 fire, 259 healing (2055 total damage) [278 healing].
Test test resists the dream forge!
Test test resists the dream forge!
Something misses test test.
test test HEALS from mind damage!
test test HEALS from fire damage!
Zubobrenn the crimson ooze's forge barrier hits test test for 0 mind, 2 fire (2 total damage).
Zubobrenn the crimson ooze's forge barrier hits test test for 0 mind, 2 fire (2 total damage).
test test HEALS from fire damage!
test test HEALS from nature damage!
test test HEALS from physical damage!
Burning from Zubobrenn the crimson ooze hits test test for 4 fire damage.
Crippling Poison from Beledhenor the poison ooze hits test test for 1 nature, 9 healing (1 total damage) [9 healing].
Bleeding from Elira the poison ooze hits test test for 160 physical, 22 healing (160 total damage) [22 healing].
Spydric Poison from Velomilaith the poison ooze hits test test for 4 nature, 23 healing (4 total damage) [23 healing].
Test test's Spacetime Tuning is disrupted by his wounds!
Something performs a melee critical strike against test test!
Test test resists!
test test HEALS from physical damage!
Something hits test test for 197 physical, 27 healing, 489 physical, 67 healing, 0 arcane (685 total damage) [94 healing].
test test HEALS from fire damage!
Zubobrenn the crimson ooze's fiery vapour area effect hits test test for 246 fire, 33 healing (246 total damage) [33 healing].
Saving game...