










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Better Remaining Effect Turn Display 1.7.4display remaining time of all effects with graphical timer like 'wild speed'. Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.0Donators/Buyers bonus! Super many shortcut hotkeys 1.7.4original author:https://te4.org/games/addons/tome/extra-hotkeys Expanded Shop Inventory 1.7.4Significantly 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. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Portable Item Vault 1.7.4Add a portable item vault to your inventory! Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. Modify Prodigies 1.7.4Modify some prodigies, empower outdated prodigies, adjust overpowered ones and introduce new ones. ToME Russian translation (Русский перевод) 1.7.4This addon translates ToME to Russian language. Это дополнение обеспечивает перевод игры на русский язык. На текущий момент переведено: Tales of Maj'Eyal: Age of Ascendancy (основная игра) – 100%; Данное дополнение создаётся в качестве литературного перевода, призванного передать дух игры. Работа авторами ведётся полностью самостоятельно, без использования труда третьих лиц. КАК УСТАНОВИТЬ: КАК ВКЛЮЧИТЬ РУССКИЙ ЯЗЫК В ИГРЕ: После этого игра перезапустит текущего персонажа. Отныне для этого и всех новых персонажей игра будет на русском языке. Новое в версии 1.3.0: – Завершён перевод официального дополнения Forbidden Cults; Перевод всего контента игры завершён. Дальнейшие обновления будут выходить по мере появления нового контента в самой игре или накопления значительного количества правок. Если Вы столкнулись с ошибками в переводе, у Вас есть предложения или Вы просто хотите оставить отзыв, оставьте комментарий ниже, напишите сообщение на канале "Перевод" русскоязычного discord по Tales of Maj'Eyal ( https://discord.gg/gNq4UC7 ) или посетите страницу форума ( https://forums.te4.org/viewtopic.php?f=50&t=53239 ). P.S. This addon wouldn't be possible without translation tools provided by the most amazing person - OtowaKotori. And thanks to DG, he's fine too! ;-) Class: Hunted 1.7.6A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Lich |
| Class | Reaver |
| Level / Exp | 41 / 5% |
| Size | big |
| Lifes / Deaths | Killed by Zsiz at level 33 on the 10th Dusk 123rd year of Ascendancy at 16:31 / 1 |
Primary Stats
| Strength | 144 (base 50) |
| Dexterity | 101 (base 50) |
| Constitution | 76 (base 50) |
| Magic | 114 (base 50) |
| Willpower | 95 (base 50) |
| Cunning | 108 (base 50) |
Resources
| Negative | 150/150 |
| Mana | 545/545 |
| Equilibrium | 0 |
| Vim | 24/204 |
| Life | 1095/1095 |
| Positive | 150/150 |
| Stamina | 432/432 |
| Soul | 8/8 |
| Healing Factor | 1.5439156327531 |
| Regeneration | 36.360058592712 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +64.97939037789% |
| Spell | +16.06914623547% |
| Global | +106% |
Vision
| Sight | 10 |
| Lite | -996 |
| Infravision | 7 |
| See Stealth | 81.181187807047 |
| See Invisible | 97.177389973674 |
| Stealth | 74 |
Offense: Mainhand
| Damage | 188 |
| Accuracy | 74 |
| Crit Chance | 54% |
| APR | 130 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 76 |
| Accuracy | 74 |
| Crit Chance | 58% |
| APR | 135 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 68% |
| Speed | 0.86155540247647 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +11% |
| Arcane | +39% |
| Cold | +20% |
| All | 0% |
| Lightning | +11% |
| Light | +14% |
| Physical | +3% |
| Fire | +75% |
| Darkness | +20% |
Offense: Damage Penetration
| Physical | +40% |
| Arcane | +50% |
| Fire | +31% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 36 (45%) |
| Defense | 78 |
| Ranged Defense | 78 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 77 |
| Mental Save | 76 |
Defense: Resistances
| Acid | + 64%( 70%) |
| Blight | + 49%( 70%) |
| Fire burn | + 26%( 70%) |
| Mind | + 32%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 36%( 70%) |
| Physical | + 22%( 70%) |
| Temporal | + 48%( 70%) |
| Darkness | + 68%( 70%) |
| Cold | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Pinning Resistance | 29% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 32% |
| Bleed Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 670 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 3 darkness, 3 cold, 3 nature |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 45% all resistance, you move 71% faster, and you are invisible (power 41). Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.50 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Plague | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Corruption / Rot | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 50/5 |
| 0/5 |
| Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Corruption / Vile life | 1.20 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Lich | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.00 |
| 1/5 |
| 1/5 |
| 100/5 |
| 1/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| talent | Fiery Hands |
| talent | Infestation |
| talent | Stealth |
| talent | Keen Senses |
| talent | Chant of Resistance |
| talent | Bone Shield |
| talent | Elemental Discord |
| talent | Ruin |
| talent | Hymn of Shadows |
| talent | Aether Permeation |
| talent | Shock Hands |
| talent | Premonition |
| talent | Absorb Life |
| talent | Through The Crowd |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 12.3 and stamina regeneration by 3.0. Soothing Darkness |
| beneficial effect | Increases physical save, spell save, and mental save by 20. Global speed increased by 6%. Through The Crowd |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the desperate necromancer to the recall portal on level 1 of Dreadfell. Escort: desperate necromancer (level 1 of Dreadfell)As a reward you gained talent category Spell / Necrosis (at mastery 0.80). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Hymns (at mastery 0.80). | done |
You successfully escorted the lost spellblade to the recall portal on level 4 of Dreadfell. Escort: lost spellblade (level 4 of Dreadfell) | done |
You successfully escorted the lost spellblade to the recall portal on level 6 of Dreadfell. Escort: lost spellblade (level 6 of Dreadfell) | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved Constitution by +8. | done |
You successfully escorted the lost wyrmic to the recall portal on level 3 of Trollmire. Escort: lost wyrmic (level 3 of Trollmire)As a reward you gained talent category Wild-gift / Storm drake aspect (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you gained talent category Cunning / Stealth (at mastery 0.80). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 100479. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +2 Cun / +5 Con Physical save: +12 (+3 eff.) Mental save: +11 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 4.5 Power cost: 21 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Quiver of Domination (20/20, 24-34 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stat: 170% Mag Damage type: Mind Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
| Light source | Brand of the Pyrophage Brand of the PyrophagePowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire burn Changes stats: +1 Str Changes resistances: +7% fire burn / +9% mind / +7% fire Changes resistances penetration: +6% fire Talent granted: +1 Combust Spell crit. chance: +2% Light radius: +3 Damage Shield penetration: +10% Combust: When hitting a foe under the influence of a fire-based efect (such as burning), you have a 33% chance to cause it to erupt, inflicting 57 Fire damage in a radius of 1, and giving you a stack of Burning Consumption. This increases your Max Mana by 57.0% and life regen by 17.10 for 5 turns. The life regen effect has a maximum value of 50. These effects scale off of the Magic stat. An ash caked iron brand, it burns with a vicious, hungry, red glow. |
| On head | Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Effects on melee hit: * 20% chance to slow global speed by 71% Damage when hit (Melee): 10 vim draining blight Changes stats: +7 Str / +7 Dex / +6 Mag / +5 Wil Changes damage: +11% blight / +11% arcane Only die when reaching: -20.00 life Maximum vim: +25.00 Spell crit. chance: +3% It can be used to activate talent Vimsense (costing 21 power out of 45/45) : Effective talent level: 3.5 Power cost: 21 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 22% and all saves by 37, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
| On hands | Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stat: 160% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 20 power out of 24/24) : Effective talent level: 3.5 Power cost: 20 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 709.93 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | stralite ruby ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +25 (+5 eff.) Armour: +6 Damage (Melee): 26 light Damage (Ranged): 34 light Changes stats: +4 Str / +4 Dex / +14 Mag / +10 Wil / +4 Cun / +4 Con Changes resistances: +2% physical Changes damage: +14% light / +3% arcane Critical mult.: +10.00% Physical save: +11 (+2 eff.) Spell save: +13 (+3 eff.) Mental save: +15 (+3 eff.) Spellpower: +13 (+3 eff.) Rings make your fingers look great! |
| On fingers | gold onyx ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Damage (Melee): 9 frostdusk Damage (Ranged): 10 fetid Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +15% physical Changes damage: +3% physical Physical save: +3 (+0 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +32% Pinning immunity: +29% Knockback immunity: +29% Life regen: +11.00 Stamina each turn: +3.00 Maximum life: +99.00 Healing mod.: +14% Rings make your fingers look great! |
| Around neck | Bloodfire Whorl Bloodfire WhorlPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 5 fire Changes stats: +1 Mag Changes resistances: +5% mind / +5% temporal Talent granted: +1 Inner Flame Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +5 Psi when firing a critical mind attack: +2.00 Maximum mana: +30.00 Maximum psi: +6.00 Inner Flame: The magic in your blood and fire in your heart empowers you, increasing Fire Resistance by 66.93%, Fire Affinity by 42.59%, and Fire Damage by 78.09%. This bonus is based on your current life and Magic stat A mesmerizing orange gem is set into this silver necklace. The spiralling glow within seems to pulse in tune with your heartbeat. |
| In main hand | enhanced stralite longsword of torment (35-49 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes stats: +3 Str / +7 Dex / +3 Mag / +7 Wil / +6 Cun / +3 Con Sharp, long, and deadly. |
| Around waist | Bearzerker Girdle Bearzerker GirdleInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Armour penetration: +8 Armour: +4 Changes stats: +3 Cun / +3 Wil Damage against: +19% Summoned Reduced damage from: +16% Summoned Stamina each turn: +2.00 Equilibrium each turn: -1.00 Maximum life: +72.00 20% chance when taking damage to for Bearzerker to activate on its own. 30 Turn Cooldown, shared with manual activation of this talent. Activating this item is instant. It can be used to activate talent Bearzerker (costing 25 power out of 30/30) : Effective talent level: 2.7 Power cost: 25 out of 30/30. Range: 10 Travel Speed: instantaneous Description: Transform into a giant angry bear for 7 turns. The duration of this effect is extended by 1 every time you make a kill and has a 50% chance to be extended by 1 when taking damage. For the duration, increases Strength and Constitution by 13, Physical Resistance by 39.0%, Physical Save by 26.00, and you deal an additional 26.00 Physical and Bleed damage with melee attacks. These bonuses scale with your physical power. This old leather belt seems to be covered in a thin layer of fur. Small bears are etched along its length and a crude paw has been painted on the buckle. |
| In off hand | Silent Blade (25-32 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stat: 140% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| Cloak | Poncho With No Name (0 def, 0 armour) Poncho With No Name (0 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Damage (Ranged): 11 physical Changes stats: +4 Lck / +2 Dex Reduced damage from: +14% Humanoid After killing a humanoid, gain a stack of Manhunter for 5 Turns. Each stack increases attack by 5, critical damage by 10% and all damage to humanoids by 10% This long hoodless poncho seems like it has seen better days. It is covered in patches from the various bounty hunters that have worn it over the years. |
| Main armor | Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 47, based on Cunning and Magic) for 10 turns Activation costs 42 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the titan (heal 210; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 344; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 344 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -678; dur 6; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -678 life. The duration and life will increase by 1% for every 1% life you have lost (currently 678 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 414; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 348; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 348 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 431; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 431 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 33%; mental; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 2 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 nature talent. |
wild infusion of the warrior (res 45%; physical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 45% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 45%; magical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 45% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 39%; physical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 9; phase 36; cd 14)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: 9 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 30; resist 35%; move 64%; dur 5; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 64% faster, and you are invisible (power 30). Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 724; dur 6; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 724 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 670; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 670 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 626; dur 3; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 626 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 392; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 392 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ardent Watcher Ardent WatcherPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Wil Changes resistances: +10% lightning / +10% mind Damage against: +20% Demon Change telepathy range by : +6 Grants telepathy: Demon Confusion immunity: +20% Stun/Freeze immunity: +20% Remnant from an order obsessed with watching the skies for the demon menace, they failed to prepare for more terrestrial threats. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 50 power out of 60/60. The evilness of undeath radiates from this amulet. |
Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 609.76 physical damage (based on Magic) in a radius of 3 Activation costs 50 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 30 power out of 36/36) : Effective talent level: 5.5 Power cost: 30 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (174). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! |
steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
steel amulet of agonyPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 10 bleed Changes stats: +4 Con Changes resistances penetration: +7% acid / +7% blight Amulets make your neck look great! |
voratun amulet 'Hurulathadas'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Changes resistances: +6% blight / +23% temporal / +6% mind Changes resistances penetration: +5% blight Changes damage: +9% blight Physical save: +31 (+7 eff.) Spell save: +40 (+8 eff.) Mental save: +34 (+7 eff.) Pinning immunity: +21% Knockback immunity: +37% Amulets make your neck look great! |
Baleful Band Baleful BandPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +15% darkness / +5% temporal Changes resistances penetration: +3% blight Physical save: +3 (+0 eff.) Disease immunity: +22% Teleport immunity: +20% Hate when hit: +0.90 Maximum hate: +5.00 It can be used to activate talent Hateful Whisper (costing 21 power out of 30/30) : Effective talent level: 3.5 Power cost: 21 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 250 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 28% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. This ring of blackened stone shimmers with a malicious violet light. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Cyryvena the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 18 temporal / 20 physical Changes stats: +15 Str / +13 Con Changes resistances: +18% temporal Spell save: +19 (+4 eff.) Life regen: +20.00 Mana when firing critical spell: +2.37 Maximum life: +97.00 Maximum stamina: +40.00 Spell crit. chance: +1% Healing mod.: +20% Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Shattering Shout (costing 25 power out of 30/30) : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 329.06 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
HailravagePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 12% chance to cause random gloom Damage (Ranged): 15 nightmare Damage when hit (Melee): 20 physical / 2 arcane / 17 temporal Changes stats: +18 Str / +1 Mag Changes resistances: +20% blight Changes resistances penetration: +15% arcane Changes damage: +20% blight / +6% cold Spell save: +13 (+3 eff.) Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Damage Shield penetration: +35% Rings make your fingers look great! |
Lightningoath the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +17 Physical power: +15 (+3 eff.) Defense: +16 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Damage (Melee): 36 light / 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 42 Damage (Ranged): 40 light / 28 physical Changes stats: +8 Str / +10 Mag / +2 Wil / +20 Cun Changes damage: +20% light / +9% lightning Mental save: +3 (+0 eff.) Mana each turn: +0.16 Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 Maximum vim: +10.00 Damage Shield penetration: +35% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 42 power out of 50/50) : Effective talent level: 3.5 Power cost: 42 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Obsidianbrawn the voratun ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce damage dealt by 34% * 24% chance to reduce all saves and defense by 42 Damage when hit (Melee): 4 mind / 4 temporal Changes resistances: +15% blight / +15% nature / +6% mind / +34% acid Changes resistances penetration: +8% nature Changes damage: +17% acid Poison immunity: +78% Disease immunity: +30% Life regen: +20.00 Maximum life: +100.00 Healing mod.: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Splendourbore the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 molten rock Damage (Ranged): 14 frostdusk Changes stats: +5 Con Changes resistances: +18% darkness / +3% acid Changes resistances penetration: +20% light Spell save: +20 (+4 eff.) Mental save: +15 (+3 eff.) Disarm immunity: +41% Confusion immunity: +50% Pinning immunity: +39% Knockback immunity: +50% Life regen: +4.73 Maximum life: +110.00 Maximum stamina: +40.00 Rings make your fingers look great! |
_1Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +40 (+8 eff.) Damage when hit (Melee): 20 light / 20 fire Changes stats: +10 Str / +7 Dex / +16 Con Changes resistances: +20% temporal / +6% nature / +1% physical Changes damage: +20% temporal Critical mult.: +15.00% Spell save: +20 (+4 eff.) Maximum stamina: +70.00 Rings make your fingers look great! |
_2Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +6.0% Physical power: +15 (+3 eff.) Damage when hit (Melee): 6 light Changes stats: +3 Str / +10 Dex / +9 Cun Changes resistances penetration: +15% mind Critical mult.: +15.00% Silence immunity: +50% Life regen: +19.00 Mana each turn: +0.40 Maximum life: +100.00 Spellpower: +15 (+4 eff.) Mindpower: +13 (+2 eff.) Healing mod.: +19% Rings make your fingers look great! |
copper onyx ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +7 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +7 Con Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Skullcracker (costing 25 power out of 30/30) : Effective talent level: 3.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 666.8 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. Rings make your fingers look great! |
copper opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 nature / 7 mind Changes stats: +2 Str / +2 Dex / +2 Mag / +5 Wil / +2 Cun / +2 Con Rings make your fingers look great! |
copper opal ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 43% Damage when hit (Melee): 7 arcane / 6 cold Changes stats: +2 Str / +6 Dex / +5 Mag / +2 Wil / +7 Cun / +2 Con Changes resistances penetration: +23% nature / +25% acid Poison immunity: +24% Rings make your fingers look great! |
gold onyx ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +8 Cun / +3 Con / +5 Lck Activating this item is instant. It can be used to activate talent Mind On My Money (costing 25 power out of 30/30) : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Contemplate your wealth and draw power from it, gaining 100.00 mindpower for 10 turns. You gain 1 mindpower for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
gold onyx ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +12% acid / +16% fire / +16% lightning / +15% cold Rings make your fingers look great! |
gold ring of opulenceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Lck / +4 Cun Activating this item is instant. It can be used to activate talent Golden Rule (costing 25 power out of 30/30) : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to do unto others before they do unto you, gaining 100.00 physical power for 10 turns. You gain 1 physical power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
marksman's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) Changes stats: +3 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Blindness immunity: +20% Infravision radius: +4 See stealth: +5 See invisible: +7 Rings make your fingers look great! |
rogue's copper ring of filthPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances penetration: +3% blight Disease immunity: +22% Rings make your fingers look great! |
steel opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +6 Con Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Flurry (costing 25 power out of 30/30) : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 82% damage. Rings make your fingers look great! |
steel ruby ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 4 warp Effects on ranged hit: * 9% chance to cause random gloom Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +7 Cun / +4 Con Mental save: +7 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
stralite ruby ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +11 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +11 Con Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Rush (costing 25 power out of 30/30) : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Rings make your fingers look great! |
treant's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +9% blight Poison immunity: +16% Disease immunity: +15% Rings make your fingers look great! |
voratun ring 'Alugandur'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Defense: +17 (+4 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 42 Damage (Melee): 34 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 42 Damage (Ranged): 35 physical Changes stats: +17 Cun / +9 Mag Changes resistances penetration: +10% blight / +25% acid Disease immunity: +44% Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +3.00 Maximum mana: +100.00 Maximum hate: +13.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +2% It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
voratun ring 'Murkclamor'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 nightmare Effects on ranged hit: * 15% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 10 darkness Changes stats: +10 Cun Changes resistances: +6% darkness / +16% temporal Changes resistances penetration: +10% blight Changes damage: +16% temporal Physical save: +15 (+3 eff.) Disease immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Infravision radius: +2 See invisible: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 5.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
voratun ring 'Tesatir'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 ice Damage (Ranged): 12 shadowflame Changes stats: +2 Dex / +1 Mag / +2 Cun / +4 Con Changes resistances: +10% temporal Changes resistances penetration: +9% nature Physical save: +10 (+2 eff.) Mental save: +15 (+3 eff.) Poison immunity: +50% Stun/Freeze immunity: +29% Teleport immunity: +46% Life regen: +9.00 Psi when hit: +0.24 Mindpower: +10 (+2 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
voratun ring 'Ulagoroyon'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +25 (+5 eff.) Changes stats: +7 Str / +3 Cun / +8 Con Changes resistances: +6% blight / +20% bleed / +3% mind Cut immunity: +100% Disarm immunity: +24% Life regen: +21.00 Maximum life: +100.00 Healing mod.: +20% Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Flurry (costing 25 power out of 30/30) : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 97% damage. Rings make your fingers look great! |
Poltergeist's Drake's Bane (45-68 power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 160% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Physical crit. chance: +2.0% Changes stats: +6 Str Changes damage: +4% all Reduced damage from: +25% Dragon Physical save: +9 (+2 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Spell crit. chance: +2% Mental crit. chance: +2% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Dagger of the Past (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stat: 140% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Moon (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stat: 80% Mag Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Poltergeist's Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stat: 155% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +2 Str / +2 Dex / +6 Mag / +2 Wil / +6 Cun / +2 Con Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 17 power out of 20/20) : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 219.09 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 140% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stat: 140% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (27-35 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stat: 150% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stat: 80% Mag Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stat: 140% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stat: 155% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 17 power out of 20/20) : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 219.09 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stat: 140% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 170% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 17 power out of 20/20) : Effective talent level: 3.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 139% damage. If the attack hits, the target's armour and saves are reduced by 18 for 7 turns. Also if the target is protected by a temporary damage shield there is 64% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Poltergeist's Tirakai's Maul (32-42 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stat: 170% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour: +2 Changes resistances: +2% all No gem It can be used to imbue the hammer with a gem of your choice Activation costs 9 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Spellcrusher (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 160% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+3 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Colaryem (48-77 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 170% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Genocide (42-67 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 160% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 169% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Spectral Blade (26-42 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 170% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Whisper of Dusk (46-74 power, 9 apr) Whisper of Dusk (46-74 power, 9 apr)Requires: - Strength 20 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 180% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 120% Damage (radius 2) on crit: +21 physical bleed When wielded/worn: Fatigue: -14% Changes stats: +5 Cun / +5 Dex Slows Projectiles: +17% It can be used to activate talent Dusk's Whisper (costing 21 power out of 50/50) : Effective talent level: 3.5 Power cost: 21 out of 50/50. Range: 6 Travel Speed: 2000% of base Description: You quickly move up to 6 tiles to arrive adjacent to a target location you can see, slashing through anyone in your way. During your movement, you attack all foes within one grid of your path with your weapon for 102% weapon damage, also inflicting a Deep Wound for 50% of the damage dealt over 5 turns and reducing their healing received by 30%. Struck targets left with less than 20% of their life may die instantly! A seemingly innocuous blade, it promises a swift and merciless death to your enemies if you but listen to its murmurs. |
Belodhessra the yew longbowRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +17 light / +8 fire When wielded/worn: Changes stats: +1 Mag Changes resistances: +9% blight Changes resistances penetration: +10% blight Changes damage: +12% fire Maximum mana: +60.00 Longbows are used to shoot arrows at your foes. |
CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 33 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+2 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
RunerinRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Travel speed: +200% Damage (Ranged): +14 blight When wielded/worn: Effects on ranged hit: * 20% chance to reduce all saves and defense by 42 Changes stats: +6 Cun Changes resistances: +3% blight Changes resistances penetration: +17% physical Changes damage: +12% temporal Combat speed: +10% Longbows are used to shoot arrows at your foes. |
Arikira the voratun longsword (42-58 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: 41.5 - 58.1 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +35% Damage (Melee): +10 acid Damage (radius 1) on hit: +9 fire When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +4 Defense: +20 (+4 eff.) Changes stats: +7 Dex / +4 Con Changes resistances: +20% temporal Changes resistances penetration: +10% fire Maximum psi: +40.00 Combat speed: +10% Sharp, long, and deadly. |
Chaluzilarak (55-77 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 55.0 - 77.0 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%%. Damage is based on Cunning. Damage (Melee): +10 mind Damage (radius 1) on hit: +10 temporal Damage (radius 2) on crit: +43 acid / +45 nature When wielded/worn: Armour penetration: +15 Changes resistances: +12% mind Changes resistances penetration: +10% temporal Hate when firing a critical mind attack: +4.00 Maximum hate: +4.00 Mindpower: +20 (+4 eff.) Sharp, long, and deadly. |
Minariyon the Starreaper (42-60 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: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 119 acid damage (1/turn) On weapon crit: * The target is poisoned and sick, doing nature damage per turn. All damage it does is reduced by 20%%. Damage is based on Cunning. Damage (Melee): +10 light Damage (radius 1) on hit: +10 darkness When wielded/worn: Armour: +6 Changes resistances: +3% blight / +16% temporal / +9% cold / +9% lightning Changes resistances penetration: +10% light Changes damage: +25% acid / +3% light Mental save: +12 (+3 eff.) Disarm immunity: +24% Sharp, long, and deadly. |
Poltergeist's Oathblade (25-35 power, 0 apr) Poltergeist's Oathblade (25-35 power, 0 apr)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 25.0 - 35.0 Uses stat: 160% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% Block value: +21 Damage conversion: 14% light When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes resistances: +2% all Changes damage: +11% physical Talents granted: +1 Lightbound Oath +1 Block Teleport immunity: +20% Stamina when hit: +1.10 This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 50% chance to parry attacks, reducing damage taken by up to 25% and deal 328% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
Sword of Potential Futures (28-39 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
_1 (44-62 power, 8 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 119 damage On weapon crit: * Strike your target with a blast of Fire dealing 222 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. * Strike your target with a blast of Arcane energy dealing 209 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. * Splash the target with acid dealing 199 damage over 5 turns and reducing armor and accuracy by 25 Damage Shield penetration (this weapon only): +20% Damage against: +19% Horror / +18% Vermin / +19% Demon / +20% Spiderkin When wielded/worn: Physical power: +10 (+2 eff.) Defense: +10 (+2 eff.) Changes stats: +2 Dex Critical mult.: +75.00% Only die when reaching: -94.66 life Sharp, long, and deadly. |
_2 (60-83 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: 59.5 - 83.3 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%%. Damage is based on Cunning. Damage (radius 1) on hit: +8 fire Damage against: +20% Horror / +20% Demon When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +15 (+3 eff.) Damage when hit (Melee): 8 fire Changes resistances: +6% fire Critical mult.: +29.00% Disarm immunity: +50% Spellpower: +35 (+8 eff.) Spell crit. chance: +2% Sharp, long, and deadly. |
_3 (60-84 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 60.0 - 84.0 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +16 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Sunder's the enemy's weapon for 5 turns. Damage (Melee): +8 light / +8 temporal Damage (radius 1) on hit: +8 temporal Damage against: +20% Undead When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +12 Str / +12 Dex / +13 Mag / +11 Wil / +13 Cun / +13 Con Changes resistances: +12% light Changes damage: +15% temporal Critical mult.: +26.00% Sharp, long, and deadly. |
plaguebringer's dwarven-steel longsword of crippling (24-34 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 33 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 blight When wielded/worn: Physical crit. chance: +7.0% Disease immunity: +10% Sharp, long, and deadly. |
plaguebringer's dwarven-steel longsword of shearing (24-34 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 33 Damage (Melee): +5 blight When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Changes resistances penetration: +7% all Disease immunity: +14% Sharp, long, and deadly. |
stormbringer's stralite longsword of extermination (32-46 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Strike your target with a blast of Fire dealing 222 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. Damage (radius 2) on crit: +21 lightning / +14 cold Damage against: +7% Vermin / +12% Spiderkin When wielded/worn: Changes resistances penetration: +8% lightning / +11% cold Critical mult.: +21.00% Movement speed: +31% Sharp, long, and deadly. |
stormbringer's stralite longsword of rage (34-48 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +18 lightning / +34 cold When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +3 Str Changes resistances penetration: +15% lightning / +16% cold Changes damage: +9% physical Movement speed: +35% Sharp, long, and deadly. |
stralite longsword of shearing (35-49 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +8 Changes resistances penetration: +7% all Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Nature's Vengeance (40-56 power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+1 eff.) It can be used to activate talent Rush (costing 13 power out of 25/25) : Effective talent level: 4.5 Power cost: 13 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Poltergeist's Thunderstruck (22-31 power, 5 apr) Poltergeist's Thunderstruck (22-31 power, 5 apr)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 22.0 - 30.8 Uses stat: 150% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to unleash a greater blast of thunderous power, dealing 125.45 lightning damage (based on Strength), potentially knocking the target back. Damage (radius 1) on hit: +5 fire / +5 physical Damage (radius 2) on crit: +10 lightning When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes damage: +7% temporal A charred and blackened wooden club, struck by some otherworldly lightning and imbued with unpredictable power. |
warbringer's dwarven-steel mace of evisceration (28-38 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +13 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +6% physical Disarm immunity: +15% Blunt and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stat: 120% Mag Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Serpent's Glare (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stat: 120% Mag Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 7 power out of 8/8) : Effective talent level: 3.5 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 421.60 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Thermal Focus (14-15 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stat: 120% Mag Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+3 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 7 power out of 8/8) : Effective talent level: 4.5 Power cost: 7 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
PhoenixkarmaRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +8 light Damage (radius 2) on crit: +7 acid / +14 nature When wielded/worn: Armour penetration: +7 Physical power: +8 (+2 eff.) Changes stats: +2 Str Changes resistances: +3% fire Changes resistances penetration: +6% acid / +15% fire / +8% nature / +15% light Changes damage: +8% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Crystal Shard (16-19 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 170% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+3 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 38 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Eclipse (18-22 power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+3 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Kor's Fall (10-12 power, 0 apr, fire element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 5 power out of 6/6) : Effective talent level: 6.8 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 286.95 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (574). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Penitence (15-18 power, 4 apr, nature element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+3 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to cure up to 6 diseases or poisons (based on Magic) Activation costs 9 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Staff of Destruction (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 140% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Legacy of the Naloren (84-118 power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stat: 180% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 34 power out of 60/60) : Effective talent level: 3.5 Power cost: 34 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 5 turns and dealing 121.5 Physical damage each turn. The duration and damage improve with Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
River's Fury (23-32 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 160% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+2 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 67 power out of 80/80) : Effective talent level: 2.5 Power cost: 67 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 34.99 cold damage and 30.03 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 180% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+4 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 50 power out of 150/150) : Effective talent level: 4.5 Power cost: 50 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 341.40. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Adosewe the Dazzlevile (23-32 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 23.0 - 32.2 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 71% * 25% chance to afflict the target with Bleed, causing 261 Physical damage over 5 turns. When wielded/worn: Changes resistances: +3% blight / +6% fire Changes resistances penetration: +25% light Changes damage: +3% light / +10% physical Spellpower: +5 (+1 eff.) One-handed war axes. |
Layerira the dwarven-steel waraxe (23-32 power, 16 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 23.0 - 32.2 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Sunder's the enemy's weapon for 5 turns. Damage (Melee): +7 nature Damage (radius 1) on hit: +7 blight When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances penetration: +5% nature Changes damage: +3% mind One-handed war axes. |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Focus Whip (19-21 power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stat: 140% Mag Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy is based on willpower for this weapon. Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Try to fry your enemies brain (25% chance to brainlock) When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4 Activation costs 9 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Stormlash (17-19 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 140% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 40.95 to 122.86 lightning damage (based on Magic and Dexterity) Activation costs 9 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 385, based on Magic) for 10 turns Activation costs 17 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
balancing hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +8 Dex / +8 Cun / +7 Lck Trap disarming bonus: +5 Stealth bonus: +10 Mental crit. chance: +7% Infravision radius: +5 A belt that goes around your waist. |
monstrous hardened leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Str / +4 Wil / +3 Con Physical save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Maximum life: +54.00 Size category: +1 A belt that goes around your waist. |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +6% blight Damage against: +16% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +5 Lck Trap disarming bonus: +5 Stealth bonus: +5 Infravision radius: +3 A belt that goes around your waist. |
ruinous dawn's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +5 Lck Changes resistances: +6% lightning Changes resistances penetration: +8% fire Changes damage: +8% fire Trap disarming bonus: +5 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Xanatta the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +5 Cun / +3 Wil Changes resistances: +3% darkness / +3% temporal Changes resistances penetration: +5% darkness / +5% fire Changes damage: +6% darkness / +6% fire Physical save: +7 (+1 eff.) Spell save: +12 (+3 eff.) Mental save: +14 (+3 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. |
brimstone linen cloak of vigor (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Fatigue: -6% Changes stats: +1 Dex / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +3% darkness / +3% fire Changes damage: +3% darkness / +4% fire Life regen: +3.00 Movement speed: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
distorting linen cloak of Irzen's Pyre (7 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Damage (Melee): 6 manaburn arcane / 6 fire burn Damage (Ranged): 6 manaburn arcane / 6 fire burn Changes stats: +2 Cun Changes damage: +6% fire burn / +6% manaburn arcane Slows Projectiles: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of Irzen's Pyre (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Damage (Melee): 6 manaburn arcane / 6 fire burn Damage (Ranged): 6 manaburn arcane / 5 fire burn Changes stats: +2 Cun / +2 Dex Changes damage: +6% fire burn / +5% manaburn arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+3 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+3 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 42 power out of 50/50) : Effective talent level: 2.5 Power cost: 42 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 27 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cyruldamina the Morbuswill (6 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 71% Changes stats: +2 Str / +12 Dex / +1 Mag / +4 Wil / +8 Cun Changes resistances: +11% lightning / +8% temporal Physical save: +9 (+2 eff.) Spell save: +8 (+2 eff.) Mental 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. |
Frigidbringer (5 def, 4 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes resistances: +18% cold Changes resistances penetration: +4% lightning / +5% fire Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Infravision radius: +2 Movement speed: +12% It can be used to activate talent Disengage, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 157% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 17 power out of 20/20) : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Airusher (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 12 temporal Damage (Ranged): 15 temporal Changes stats: +5 Dex / +2 Con Changes resistances: +6% lightning / +14% temporal Changes damage: +9% temporal Reduces incoming crit damage: 10.00% Mana each turn: +0.12 See invisible: +15 Damage Shield penetration: +30% When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stat: 160% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 12% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stat: 180% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stat: 160% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 7 power out of 24/24) : Effective talent level: 4.5 Power cost: 7 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 193.25 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stat: 160% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
alchemist's drakeskin leather gloves of the starseeker (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 7 acid / 5 fire / 6 cold / 5 lightning Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +6% light / +6% darkness Infravision radius: +2 When used to modify unarmed attacks: Base power: 28.0 - 30.8 Uses stat: 160% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 ice / +17 fire / +13 acid / +4 lightning Damage (radius 2) on crit: +18 light / +29 darkness It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 2.5 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 143.94 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. |
heroic rough leather gloves of the iron hand (0 def, 4 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Changes stats: +3 Str / +3 Wil / +2 Con Talent mastery: +0.20 Technique / Grappling Mental save: +6 (+1 eff.) Disarm immunity: +22% Maximum life: +40.00 When used to modify unarmed attacks: Base power: 10.5 - 11.6 Uses stat: 160% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +3 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brazen Mask (0 def, 0 armour) Brazen Mask (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage (Melee): 15 draining blight / 14 manaburn arcane Changes stats: +5 Mag / +5 Wil / +3 Cun Changes resistances: +12% blight / +13% darkness Changes damage: +5% blight / +5% arcane Spell save: +10 (+2 eff.) Mental save: +14 (+3 eff.) Spell crit. chance: +4% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 25 cooldown : Effective talent level: 5.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 30 light damage to everyone else who enters. The circle lasts 6 turns. Creepy, like something an evil jester would wear. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 2.5 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 97.52 to 292.57 lightning damage (195.05 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 50 power out of 60/60) : Effective talent level: 2.5 Power cost: 50 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 29 power out of 35/35) : Effective talent level: 3.5 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Gunumahell (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Wil Changes resistances: +15% light / +16% darkness Talent granted: +1 Bastion Critical mult.: +10.00% Stamina when hit: +1.80 Equilibrium when hit: +2.16 Mindpower: +10 (+2 eff.) Bastion: Passive - Increases Physical, Mind, and Spell Saves by 19.38 per each enemy you can see in a radius of 2. The increase is based on the average of your Dexterity, Magic, and Willpower stats. A cap made of leather. |
Tetar the Nimbusquarry (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +9 (+2 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 2 lightning Changes stats: +5 Str / +4 Wil Changes resistances: +12% mind / +8% physical Changes resistances penetration: +15% mind Physical save: +7 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 13 power out of 15/15) : Effective talent level: 2.5 Power cost: 13 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+4 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 21 power out of 50/50) : Effective talent level: 3.5 Power cost: 21 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 113.62 to 340.86 lightning damage (227.24 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Mayoba (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +26% lightning / +15% physical / +29% darkness / +22% blight / +15% nature Reduced damage from: +13% Animal Physical save: +6 (+1 eff.) Silence immunity: +10% Maximum life: +40.00 Light radius: +2 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 metal plates. |
Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 140% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 140% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+4 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
dwarven-steel shield 'Oaktrencher' (0 def, 6 armour, 28-34 power, 112 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.0 - 33.6 Uses stat: 140% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +112 Damage (radius 2) on crit: +24 blight / +10 darkness When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 arcane On shield block: * Deals 179 blight and darkness damage to each enemy blocked * 20% chance to use Mystical Recovery and lower the cooldown of up to 2 spell, chronomancy, or celestial talent(s). This effect has a 20 turn cooldown. Changes resistances: +6% blight / +11% temporal / +7% darkness Changes damage: +3% nature Talent cooldown: Block (-1 turn) Talent granted: +1 Block Spell save: +3 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Handheld deflection devices. |
Emywyn (16/16, 12-17 power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.0 - 16.8 Uses stat: 160% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 Travel speed: +200% Damage (Ranged): +14 lightning Damage (radius 2) on crit: +9 lightning / +4 physical When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 18-25 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stat: 160% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
17 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
67 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
35 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.00 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 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.00 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 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Jetwill' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 2 blight Changes stats: +5 Str Changes resistances: +7% darkness / +7% fire Changes damage: +12% darkness Vim when firing critical spell: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 63 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Astrion's Eye Astrion's EyeInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 71% Damage (Melee): 10 frost burn Damage (Ranged): 11 frost burn Damage when hit (Melee): 2 nature Changes resistances: +3% temporal Damage against: +8% Elemental Damage affinity(heal): +5% cold Physical save: +6 (+1 eff.) Light radius: +3 Healing mod.: +13% It can be used to Unleash a cascade of electricity, inflicting 193.62 Lighting damage in radius 2 (based on Dexterity). Creatures in the area also either dazed or take 109.0 Haywire damage for 3 turns Activation costs 25 power out of 30/30. A glowing blue crystal said to have been once been part of a powerful ice elemental. |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 474 cold damage (based on your Magic) Activation costs 17 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(146 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects Activation costs 34 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
piercing brass lantern of the grotesquePowered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Changes resistances penetration: +6% all Light radius: +4 It can be used to Unleash a spray of vile gore, inflicting 270.84 Blight damage in radius 2 (based on Magic), possibly reducing creatures' strength, dexterity, and constitution by 33.0 for 3 turns Activation costs 20 power out of 30/30. 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. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 13 power out of 25/25) : Effective talent level: 6.5 Power cost: 13 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 168 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 656.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 21 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gyblek [power 151] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Changes damage: +6% blight Equilibrium when hit: +0.24 Maximum psi: +10.00 It can be used to setup a psionic shield, reducing all damage taken by 151 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Increase all damage penetration by 18% for 2 turns. * Increase all damage by 19% for 2 turns. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Item Vault (Portable) Item Vault (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: vault / vault It can be used to access item vault Activation costs 1 power out of 1/1. A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
21 amethyst0.00 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. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 164 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 29 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 25 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
11 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
20 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
RagohirCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +40 (+8 eff.) Armour: +10 Defense: +15 (+3 eff.) Changes stats: +7 Str / +7 Con Changes resistances penetration: +20% mind Changes damage: +8% all Critical mult.: +5.00% Mental save: +15 (+3 eff.) Confusion immunity: +40% Stun/Freeze immunity: +50% Life regen: +9.00 Spellpower: +15 (+4 eff.) Mindpower: +17 (+3 eff.) Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Dirty Fighting (costing 25 power out of 30/30) : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You make a low blow against a sensitive point on the target, dealing 207% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 23 and their stun, blind, confusion and pin immunities to 50% of normal for 4 turns. This effect bypasses saves. Rings make your fingers look great! |
GeriabaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +9 Dex / +10 Wil / +11 Cun / +5 Con Changes resistances penetration: +10% nature Spell save: +20 (+4 eff.) Mental save: +29 (+6 eff.) Poison immunity: +50% Maximum stamina: +40.00 Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
Hatherominik the GlitterhungerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 blight / 14 lightning / 4 arcane / 8 light Changes stats: +8 Mag / +8 Cun / +8 Con Changes resistances: +6% arcane / +9% light Changes resistances penetration: +10% blight Changes damage: +6% light / +12% fire Disease immunity: +45% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +42.00 Spellpower: +14 (+3 eff.) Light radius: +3 Rings make your fingers look great! |
Amizilarath the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 shadowflame Damage (Ranged): 14 fetid Changes stats: +12 Wil / +7 Cun / +10 Con Physical save: +18 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +17 (+4 eff.) Psi when hit: +0.16 Maximum stamina: +24.00 Mindpower: +12 (+2 eff.) Light radius: +3 See invisible: +3 Rings make your fingers look great! |
voratun ring 'Belurogodig'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Damage (Melee): 15 shadowflame Damage (Ranged): 14 nightmare Changes stats: +6 Str / +11 Dex / +2 Mag / +3 Wil / +9 Con Changes resistances: +9% temporal Physical save: +14 (+3 eff.) Spell save: +14 (+3 eff.) Rings make your fingers look great! |
Ivyra the FrozensearPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +38 (+8 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Damage (Melee): 30 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 42 Damage (Ranged): 34 physical Damage when hit (Melee): 20 temporal / 18 physical Changes stats: +8 Str / +8 Dex / +8 Mag / +27 Cun Changes resistances penetration: +25% cold / +15% physical Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 Spellpower: +14 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
voratun ring 'Blindreeve'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Effects on melee hit: * 24% chance to reduce damage dealt by 34% Changes stats: +10 Cun / +10 Dex Changes resistances: +12% light / +6% mind / +10% bleed / +6% arcane / +40% cold Changes damage: +20% cold Cut immunity: +50% Life regen: +22.00 Only die when reaching: -20.00 life Maximum life: +140.00 Healing mod.: +17% Rings make your fingers look great! |
Islille the AirravenInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce armor by 43% Damage when hit (Melee): 17 blight / 19 lightning / 19 darkness / 24 acid Changes stats: +16 Cun / +8 Con / +8 Lck Changes resistances: +12% acid / +36% fire / +9% lightning Changes resistances penetration: +5% acid Changes damage: +6% lightning / +18% fire / +3% acid Activating this item is instant. It can be used to activate talent Mind On My Money (costing 25 power out of 30/30) : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Contemplate your wealth and draw power from it, gaining 100.00 mindpower for 10 turns. You gain 1 mindpower for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
Nimbusshear the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +20 (+4 eff.) Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 8 acid Changes stats: +18 Cun / +8 Str Changes resistances: +9% blight Changes resistances penetration: +10% blight Changes damage: +12% acid / +3% lightning Disarm immunity: +39% Pinning immunity: +50% Knockback immunity: +49% Life regen: +20.00 Maximum life: +149.00 Healing mod.: +19% Rings make your fingers look great! |
voratun ring 'Splendourgrind'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 fetid Effects on ranged hit: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Con / +10 Wil Changes resistances: +18% light / +6% arcane Changes damage: +6% light Physical save: +15 (+3 eff.) Mental save: +20 (+4 eff.) Life regen: +18.00 Maximum life: +86.00 Healing mod.: +17% Rings make your fingers look great! |
voratun ring 'Murkwisp'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 42 Damage (Ranged): 15 dark light Damage when hit (Melee): 2 darkness / 8 temporal Changes resistances: +15% blight / +6% temporal / +15% nature / +6% mind Changes resistances penetration: +10% nature Changes damage: +6% darkness Physical save: +15 (+3 eff.) Poison immunity: +73% Disease immunity: +29% Confusion immunity: +20% Life regen: +18.00 Maximum life: +88.00 Healing mod.: +20% Rings make your fingers look great! |
LightningmireCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+7 eff.) Armour penetration: +17 Physical power: +20 (+4 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 33 * 19% chance to reduce all saves and defense by 42 Damage (Melee): 32 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 42 Damage (Ranged): 25 physical Changes stats: +18 Cun / +10 Dex Changes resistances penetration: +15% blight Changes damage: +12% blight / +9% lightning / +9% mind / +8% all Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +6.00 Maximum hate: +13.00 Spellpower: +20 (+5 eff.) Mindpower: +20 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
BalanceonslaughtInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +4 Changes stats: +6 Str / +13 Dex / +6 Con Changes resistances: +40% lightning / +6% blight / +12% nature / +3% acid Changes damage: +20% lightning Physical save: +3 (+0 eff.) Life regen: +16.00 Stamina each turn: +1.00 Maximum life: +92.00 Healing mod.: +15% Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Rush (costing 25 power out of 30/30) : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Rings make your fingers look great! |
Dayserpent the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 blight / 20 temporal / 15 lightning / 20 physical Changes stats: +7 Str / +8 Mag / +9 Wil / +8 Con Changes resistances: +3% light / +10% bleed Changes resistances penetration: +20% blight Cut immunity: +47% Life regen: +6.00 Mana when firing critical spell: +2.37 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +30 (+7 eff.) Light radius: +2 Rings make your fingers look great! |
Prismraven the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 10 frost burn Effects on ranged hit: * 14% chance to reduce all saves and defense by 42 Damage when hit (Melee): 16 acid / 20 darkness Changes stats: +8 Cun Changes resistances: +12% fire Changes resistances penetration: +10% nature Changes damage: +18% light / +21% blight Physical save: +11 (+2 eff.) Poison immunity: +50% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +41% Maximum life: +47.00 Light radius: +3 Rings make your fingers look great! |
HettafangPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +3 Wil / +8 Cun Changes resistances: +40% lightning / +6% acid Changes damage: +20% lightning Physical save: +18 (+4 eff.) Spell save: +16 (+3 eff.) Mental save: +33 (+7 eff.) Confusion immunity: +50% Hate when firing a critical mind attack: +2.00 Spellpower: +15 (+4 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +8% Rings make your fingers look great! |
voratun ring 'Oozefiend'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 17 fire / 20 light / 4 temporal Changes stats: +8 Dex / +6 Cun / +8 Wil Changes resistances: +1% physical / +10% temporal / +9% cold / +12% nature / +6% mind Changes resistances penetration: +5% temporal Physical save: +10 (+2 eff.) Disarm immunity: +24% Stun/Freeze immunity: +44% Teleport immunity: +50% Life regen: +7.00 Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
Arcsweeper the voratun ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Effects on melee hit: * 13% chance to reduce armor by 43% Damage (Ranged): 15 shadowflame Damage when hit (Melee): 4 lightning Changes stats: +8 Cun / +8 Wil Changes resistances: +3% lightning / +9% blight Changes resistances penetration: +30% lightning Changes damage: +15% lightning Physical save: +15 (+3 eff.) Blindness immunity: +50% Spellpower: +14 (+3 eff.) Mindpower: +29 (+6 eff.) Light radius: +3 Infravision radius: +6 See stealth: +16 See invisible: +25 Rings make your fingers look great! |
voratun ring 'Furnacejustice'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +10 Defense: +16 (+4 eff.) Damage when hit (Melee): 6 darkness Changes stats: +8 Str / +8 Con Changes resistances: +34% acid / +18% fire / +3% darkness Changes resistances penetration: +20% fire Changes damage: +17% acid / +3% fire Physical save: +18 (+4 eff.) Spell save: +18 (+4 eff.) Mental save: +16 (+4 eff.) Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Lightjam the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): 13 warp Changes stats: +10 Mag Changes resistances: +15% cold Changes resistances penetration: +15% mind / +10% cold Changes damage: +12% light Physical save: +15 (+3 eff.) Spell save: +20 (+4 eff.) Silence immunity: +50% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +41% Mana each turn: +0.36 Maximum life: +50.00 Light radius: +4 Rings make your fingers look great! |
voratun ring 'Frostsage'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 71% Damage (Melee): 20 poison Damage (Ranged): 19 poison Damage when hit (Melee): 20 arcane / 18 cold Changes stats: +10 Str / +5 Dex / +8 Mag / +5 Cun / +10 Con Changes resistances: +3% nature / +15% cold Changes resistances penetration: +15% nature Changes damage: +18% cold Blindness immunity: +50% Light radius: +3 Infravision radius: +6 See stealth: +21 See invisible: +22 Rings make your fingers look great! |
YvyrinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Effects on ranged hit: * 13% chance to reduce all saves and defense by 42 Damage when hit (Melee): 20 blight / 20 fire / 18 light / 16 lightning Changes stats: +8 Dex / +8 Con Changes resistances: +9% acid / +40% cold Changes damage: +9% mind / +20% cold Spell save: +15 (+3 eff.) Mental save: +6 (+1 eff.) Maximum hate: +10.00 Maximum psi: +50.00 Rings make your fingers look great! |
ElenirabInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +4 Armour: +4 Effects on melee hit: * 24% chance to reduce armor by 43% Damage when hit (Melee): 4 physical Changes stats: +8 Str / +28 Con Changes resistances penetration: +10% nature Changes damage: +9% acid Physical save: +40 (+10 eff.) Poison immunity: +46% Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Rush (costing 25 power out of 30/30) : Effective talent level: 3.5 Power cost: 25 out of 30/30. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Rings make your fingers look great! |
_3Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +54 (+11 eff.) Armour: +22 Defense: +25 (+5 eff.) Changes stats: +22 Str / +16 Cun / +1 Wil Changes resistances penetration: +5% physical Mental save: +15 (+3 eff.) Confusion immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Rings make your fingers look great! |
Unrogahek the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 42 Damage (Ranged): 20 frost burn Damage when hit (Melee): 16 blight / 20 lightning Changes stats: +7 Dex / +10 Cun / +8 Con Changes resistances: +18% lightning / +5% physical / +6% nature Changes resistances penetration: +10% nature Spell save: +15 (+3 eff.) Poison immunity: +50% Only die when reaching: -94.66 life Rings make your fingers look great! |
voratun ring 'Shinerupture'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +14 Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 physical / 4 light / 20 temporal Changes stats: +15 Str / +10 Dex / +9 Cun Changes resistances: +12% blight Changes resistances penetration: +15% light Disarm immunity: +50% Pinning immunity: +49% Knockback immunity: +50% Maximum life: +50.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
voratun ring 'Bokanarizor'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 12 warp Damage (Ranged): 15 frostdusk Damage when hit (Melee): 17 nature / 17 mind Changes stats: +2 Mag / +8 Wil Changes resistances: +6% mind / +40% cold Changes resistances penetration: +10% nature Changes damage: +21% blight / +20% cold Physical save: +15 (+3 eff.) Poison immunity: +50% Infravision radius: +2 See invisible: +3 Rings make your fingers look great! |
Mardineg the ShiverbonePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +4 Dex / +6 Mag / +16 Wil / +15 Cun Changes resistances: +30% acid / +6% temporal / +30% cold / +26% fire / +30% lightning Changes resistances penetration: +10% blight / +10% temporal / +20% cold Disease immunity: +50% Mindpower: +30 (+6 eff.) Rings make your fingers look great! |
Murkkiller the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Damage when hit (Melee): 18 blight / 20 nature / 19 mind / 20 lightning Changes stats: +8 Con / +8 Wil Changes resistances: +9% darkness / +10% temporal Changes resistances penetration: +30% darkness Changes damage: +12% physical Physical save: +19 (+4 eff.) Teleport immunity: +50% Life regen: +20.00 Maximum life: +100.00 Healing mod.: +19% Rings make your fingers look great! |
GrinenikPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Defense: +20 (+4 eff.) Damage (Melee): 40 light Damage (Ranged): 40 light Changes stats: +13 Cun / +10 Mag Changes resistances: +9% mind Changes damage: +17% light / +3% mind Critical mult.: +5.00% Mental save: +24 (+5 eff.) Confusion immunity: +50% Maximum hate: +4.00 Spellpower: +14 (+3 eff.) Mindpower: +25 (+5 eff.) Rings make your fingers look great! |
YvanaPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +15 (+3 eff.) Effects on melee hit: * 24% chance to reduce all saves and defense by 42 Damage when hit (Melee): 20 arcane / 20 cold Changes stats: +9 Dex / +8 Mag / +10 Cun Changes resistances: +9% temporal / +36% darkness / +3% mind Changes damage: +18% darkness Critical mult.: +20.00% Physical save: +10 (+2 eff.) Teleport immunity: +50% Only die when reaching: -20.00 life Rings make your fingers look great! |
Brandmortal the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 light / 20 fire Changes stats: +8 Dex Changes resistances: +40% acid / +10% temporal Changes resistances penetration: +25% arcane / +20% fire Changes damage: +20% acid / +3% fire / +15% arcane Physical save: +10 (+2 eff.) Disarm immunity: +49% Pinning immunity: +43% Knockback immunity: +50% Teleport immunity: +50% Maximum life: +45.00 Rings make your fingers look great! |
voratun ring 'Relgorach'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Cun / +6 Con Changes resistances: +9% temporal / +40% darkness / +6% blight / +12% fire / +6% light Changes damage: +20% darkness / +9% temporal Reduces incoming crit damage: 5.00% Physical save: +10 (+2 eff.) Spell save: +19 (+4 eff.) Teleport immunity: +50% Maximum life: +80.00 Maximum stamina: +40.00 Spellpower: +15 (+4 eff.) Rings make your fingers look great! |
voratun ring 'Vileorder'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +7 Str / +7 Mag / +6 Wil / +14 Con Changes resistances: +32% acid / +10% temporal / +9% nature Changes damage: +16% acid Physical save: +10 (+2 eff.) Spell save: +23 (+5 eff.) Teleport immunity: +42% Maximum stamina: +40.00 Talents granted by this ego do not have their typical weapon type requirements. Activating this item is instant. It can be used to activate talent Perfect Strike (costing 25 power out of 30/30) : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Rings make your fingers look great! |
voratun ring 'Windream'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 molten rock Damage (Ranged): 15 temporal darkness Changes resistances: +70% acid / +29% fire / +28% lightning / +30% cold Changes resistances penetration: +20% nature / +20% temporal Changes damage: +20% acid / +6% temporal Physical save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
voratun ring 'Yarublek'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Effects on melee hit: * 15% chance to gain 10% of a turn (3/turn limit) Effects on ranged hit: * 15% chance to cause random gloom Changes stats: +6 Str Changes resistances: +8% temporal Critical mult.: +5.00% Physical save: +14 (+3 eff.) Spell save: +3 (+0 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +24% Disarm immunity: +24% Teleport immunity: +37% Maximum stamina: +20.00 Rings make your fingers look great! |
Layuyagatira the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +13 Physical power: +18 (+4 eff.) Defense: +15 (+3 eff.) Changes stats: +7 Str / +4 Dex / +2 Mag / +12 Con Changes resistances: +10% temporal Changes damage: +24% acid / +8% all Physical save: +10 (+2 eff.) Teleport immunity: +40% Spellpower: +19 (+5 eff.) Mindpower: +20 (+4 eff.) Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Flurry, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 97% damage. Rings make your fingers look great! |
DoursmashInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Damage (Melee): 15 frostdusk Damage (Ranged): 14 ice Damage when hit (Melee): 20 acid / 19 fire / 16 light / 16 darkness Changes stats: +10 Dex / +8 Cun Changes resistances: +40% cold Changes damage: +20% cold / +12% darkness / +9% physical Spell save: +15 (+3 eff.) Rings make your fingers look great! |
voratun ring 'Branodil'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 13% chance to reduce strength, dexterity, and constitution by 33 Effects on ranged hit: * 15% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +8 Cun / +8 Wil Changes resistances: +9% acid / +9% temporal / +6% nature Changes resistances penetration: +10% nature Changes damage: +12% acid Physical save: +25 (+6 eff.) Mental save: +13 (+3 eff.) Poison immunity: +50% Teleport immunity: +50% Mindpower: +14 (+3 eff.) Healing mod.: +15% Rings make your fingers look great! |
Gilodur the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Physical crit. chance: +2.0% Defense: +48 (+10 eff.) Damage when hit (Melee): 20 temporal / 19 physical Changes stats: +8 Str / +2 Dex Changes damage: +18% physical Critical mult.: +5.00% Mental save: +12 (+3 eff.) Blindness immunity: +50% Confusion immunity: +50% Infravision radius: +6 See stealth: +19 See invisible: +24 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Leluzilaran the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Ranged): 13 fetid Changes stats: +8 Lck / +6 Cun Changes resistances: +6% temporal / +3% light / +32% cold / +3% fire / +10% bleed Changes damage: +6% acid / +16% cold Mental save: +15 (+3 eff.) Cut immunity: +45% Stun/Freeze immunity: +24% Life regen: +6.00 Maximum life: +40.00 Activating this item is instant. It can be used to activate talent Golden Rule (costing 25 power out of 30/30) : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to do unto others before they do unto you, gaining 100.00 physical power for 10 turns. You gain 1 physical power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
ChamynikPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Defense: +15 (+3 eff.) Fatigue: -10% Changes stats: +8 Mag / +15 Wil / +8 Cun Changes resistances: +3% light / +3% temporal Reduces incoming crit damage: 5.00% Maximum encumbrance: +40 Silence immunity: +20% Maximum life: +60.00 Spellpower: +30 (+7 eff.) Mindpower: +27 (+5 eff.) Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings make your fingers look great! |
LisuseriawenPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Effects on ranged hit: * 15% chance to reduce damage dealt by 34% Damage when hit (Melee): 4 blight Changes stats: +5 Dex / +10 Cun / +6 Con Changes resistances: +6% acid Spell save: +15 (+3 eff.) Mental save: +6 (+1 eff.) Silence immunity: +47% Mana each turn: +0.30 Psi when hit: +0.16 Maximum stamina: +40.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
Offalnoon the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +35 (+7 eff.) Damage (Melee): 15 draining blight Damage (Ranged): 15 ice Changes stats: +10 Wil Changes resistances: +10% bleed / +3% darkness / +18% cold Changes damage: +9% nature Mental save: +15 (+3 eff.) Cut immunity: +47% Disarm immunity: +36% Pinning immunity: +50% Knockback immunity: +50% Life regen: +6.00 Only die when reaching: -40.00 life Maximum life: +50.00 Rings make your fingers look great! |
Infernoradiance the voratun ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Physical power: +14 (+3 eff.) Damage when hit (Melee): 20 lightning / 24 arcane / 20 blight / 20 cold / 10 mind / 8 fire Changes stats: +6 Str / +8 Dex / +8 Mag / +8 Cun / +8 Con Changes resistances: +6% arcane / +6% fire Changes damage: +15% fire Rings make your fingers look great! |
BorugenCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+8 eff.) Defense: +10 (+2 eff.) Damage (Melee): 15 ice Damage (Ranged): 13 nightmare Changes stats: +3 Str / +15 Dex / +5 Cun Changes damage: +6% arcane Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +50% Maximum vim: +30.00 Spell crit. chance: +2% Rings make your fingers look great! |
KindlepainInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +14 Defense: +17 (+4 eff.) Damage when hit (Melee): 17 mind / 20 cold / 20 arcane / 20 nature Changes stats: +8 Mag / +8 Wil / +9 Con Changes resistances: +6% fire Changes resistances penetration: +15% darkness / +10% fire Changes damage: +12% darkness / +6% fire Physical save: +18 (+4 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
ZubabethPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +16 Mag / +25 Wil / +8 Cun Changes resistances: +40% darkness Changes resistances penetration: +10% temporal Changes damage: +20% darkness / +12% blight Maximum mana: +60.00 Spellpower: +45 (+10 eff.) Spell crit. chance: +6% Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
voratun ring 'Gloratira'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Damage (Melee): 15 draining blight Effects on ranged hit: * 15% chance to cause random gloom Changes stats: +10 Dex / +10 Mag Changes resistances: +6% blight Changes damage: +19% light / +9% arcane Physical save: +15 (+3 eff.) Spell save: +11 (+2 eff.) Disease immunity: +10% Cut immunity: +10% Confusion immunity: +20% Maximum life: +60.00 Rings make your fingers look great! |
_4Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +15 (+3 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 24% chance to reduce damage dealt by 34% * 24% chance to reduce armor by 43% Damage when hit (Melee): 6 darkness Changes stats: +8 Str / +8 Cun Changes resistances: +40% acid / +32% fire / +6% darkness / +9% blight Changes resistances penetration: +10% blight Changes damage: +20% acid / +16% fire Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 4.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
TurisusPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +20 Defense: +15 (+3 eff.) Damage (Melee): 15 molten rock Damage (Ranged): 15 shadowflame Changes stats: +10 Str / +7 Mag / +8 Cun Changes resistances penetration: +20% arcane Changes damage: +9% physical Spell save: +12 (+3 eff.) Stun/Freeze immunity: +50% Life regen: +6.00 Maximum stamina: +20.00 Spellpower: +15 (+4 eff.) Damage Shield penetration: +35% Rings make your fingers look great! |
Ce'Nota the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 33 * 20% chance to reduce all saves and defense by 42 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 42 Damage (Ranged): 22 physical Damage when hit (Melee): 20 arcane / 15 cold Changes stats: +8 Mag / +3 Wil / +8 Cun Changes resistances: +40% cold Changes resistances penetration: +7% nature Changes damage: +20% cold Poison immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +3.00 Maximum mana: +60.00 Maximum hate: +15.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
GloradamiraCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Damage (Melee): 12 molten rock Damage (Ranged): 15 nightmare Damage when hit (Melee): 19 temporal / 20 physical Changes stats: +7 Str / +6 Con Changes resistances: +19% mind / +3% darkness Changes damage: +19% mind Physical save: +13 (+3 eff.) Spell save: +29 (+6 eff.) Cut immunity: +20% Knockback immunity: +20% Only die when reaching: -20.00 life Maximum stamina: +40.00 Rings make your fingers look great! |
PurenailPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 42 Damage (Ranged): 12 nightmare Damage when hit (Melee): 18 temporal / 19 physical Changes stats: +5 Str / +5 Wil Changes resistances: +20% blight / +10% bleed / +9% nature Changes resistances penetration: +10% mind Changes damage: +20% blight Spell save: +15 (+3 eff.) Cut immunity: +41% Life regen: +6.00 Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Rings make your fingers look great! |
voratun ring 'Getorab'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 15% chance to reduce damage dealt by 34% Damage (Ranged): 20 frost burn Damage when hit (Melee): 4 mind Changes stats: +8 Str / +8 Wil / +7 Cun / +8 Con Changes resistances: +12% mind Changes resistances penetration: +10% blight / +10% mind Changes damage: +9% acid Maximum encumbrance: +40 Spell save: +15 (+3 eff.) Mindpower: +15 (+3 eff.) Talents granted by this ego do not have their typical weapon type requirements. Activating this item is instant. It can be used to activate talent Perfect Strike (costing 25 power out of 30/30) : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Rings make your fingers look great! |
voratun ring 'Delekhad'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Damage (Melee): 14 nightmare Effects on ranged hit: * 15% chance to cause random gloom Damage when hit (Melee): 4 blight / 17 physical / 20 temporal Changes stats: +8 Str Changes resistances: +6% mind / +9% cold Changes damage: +6% blight Physical save: +14 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +13 (+3 eff.) Poison immunity: +20% Disarm immunity: +50% Confusion immunity: +50% Pinning immunity: +49% Knockback immunity: +50% Maximum life: +33.00 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings make your fingers look great! |
TorchwingCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +29 (+6 eff.) Defense: +20 (+4 eff.) Damage (Melee): 15 nightmare Damage (Ranged): 15 dark light Changes stats: +18 Str / +19 Cun / +10 Con Changes resistances: +6% fire Changes resistances penetration: +15% mind Critical mult.: +5.00% Physical save: +12 (+3 eff.) Mental save: +9 (+2 eff.) Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +1% Rings make your fingers look great! |
voratun ring 'Blindcut'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 ice Damage (Ranged): 20 frost burn Damage when hit (Melee): 20 temporal / 20 physical Changes stats: +16 Str / +8 Con Changes resistances: +3% temporal / +6% light / +3% mind Changes resistances penetration: +10% blight Changes damage: +9% temporal Physical save: +14 (+3 eff.) Disease immunity: +50% Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Dirty Fighting (costing 25 power out of 30/30) : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You make a low blow against a sensitive point on the target, dealing 207% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 23 and their stun, blind, confusion and pin immunities to 50% of normal for 4 turns. This effect bypasses saves. Rings make your fingers look great! |
ElenemasPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Physical power: +18 (+4 eff.) Defense: +14 (+3 eff.) Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 20 arcane / 19 cold Changes stats: +8 Mag Changes resistances: +6% arcane / +12% temporal Changes resistances penetration: +20% blight Changes damage: +8% all Disease immunity: +37% Stun/Freeze immunity: +24% Spellpower: +16 (+4 eff.) Mindpower: +20 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
BlizzardwakerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 draining blight Damage (Ranged): 15 frostdusk Changes resistances: +12% lightning / +10% bleed / +9% cold / +6% blight Changes resistances penetration: +15% cold Changes damage: +6% arcane Physical save: +14 (+3 eff.) Blindness immunity: +50% Cut immunity: +48% Life regen: +6.00 Maximum life: +118.32 Infravision radius: +6 See stealth: +25 See invisible: +25 Rings make your fingers look great! |
voratun ring 'Filthrazor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+4 eff.) Damage (Melee): 15 molten rock Effects on ranged hit: * 14% chance to cause random gloom Changes stats: +2 Dex / +2 Wil / +12 Con Changes resistances penetration: +10% blight Changes damage: +8% all Spell save: +15 (+3 eff.) Disease immunity: +42% Maximum stamina: +39.00 Spellpower: +14 (+3 eff.) Mindpower: +16 (+3 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
Sulfurrebel the voratun ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Damage when hit (Melee): 20 blight / 20 lightning Changes stats: +12 Wil / +8 Cun / +8 Con Changes resistances: +15% acid / +40% fire / +34% light / +6% nature Changes resistances penetration: +15% mind Changes damage: +17% light / +20% fire Mindpower: +25 (+5 eff.) Rings make your fingers look great! |
GrowthhuntCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Damage (Melee): 15 frostdusk Damage (Ranged): 14 frostdusk Damage when hit (Melee): 4 nature Changes stats: +5 Dex / +8 Wil / +13 Cun Changes resistances: +3% nature Changes resistances penetration: +10% nature Changes damage: +24% nature Mental save: +15 (+3 eff.) Pinning immunity: +10% Mindpower: +13 (+2 eff.) Rings make your fingers look great! |
Xanyrewen the CoalmireInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+7 eff.) Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 darkness Changes stats: +10 Cun / +20 Dex Changes resistances: +6% blight / +30% fire / +12% darkness Changes resistances penetration: +10% darkness Changes damage: +9% darkness / +15% fire Disarm immunity: +45% Pinning immunity: +50% Knockback immunity: +46% Maximum life: +50.00 Rings make your fingers look great! |
voratun ring 'Polenne'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Damage (Melee): 15 frostdusk Damage (Ranged): 15 draining blight Damage when hit (Melee): 18 acid / 20 darkness Changes stats: +2 Str / +10 Dex / +4 Mag / +18 Cun / +5 Con Physical save: +13 (+3 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +49% Pinning immunity: +50% Knockback immunity: +39% Maximum life: +50.00 Maximum psi: +40.00 Infravision radius: +2 Rings make your fingers look great! |
_5Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +18 Damage when hit (Melee): 20 light / 16 fire Changes stats: +9 Str / +18 Dex / +8 Mag / +10 Wil / +10 Cun Changes resistances: +3% fire Changes resistances penetration: +15% mind / +10% blight Critical mult.: +10.00% Mental save: +12 (+3 eff.) Spellpower: +13 (+3 eff.) Mental crit. chance: +4% Rings make your fingers look great! |
EremygornPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Str / +8 Mag / +2 Wil / +21 Cun / +8 Lck Changes resistances penetration: +10% acid Mental save: +14 (+3 eff.) Confusion immunity: +50% Stun/Freeze immunity: +34% Life regen: +8.00 Spellpower: +13 (+3 eff.) Light radius: +2 Infravision radius: +4 Activating this item is instant. It can be used to activate talent Golden Rule (costing 25 power out of 30/30) : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to do unto others before they do unto you, gaining 100.00 physical power for 10 turns. You gain 1 physical power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
BelaraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+6 eff.) Effects on melee hit: * 24% chance to reduce armor by 43% Changes stats: +17 Cun / +20 Dex Changes resistances: +24% lightning / +38% fire / +12% nature Changes resistances penetration: +5% acid Changes damage: +12% lightning / +19% fire Poison immunity: +10% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Rings make your fingers look great! |
BelybethPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Damage (Melee): 15 molten rock Effects on ranged hit: * 15 arcane resource burn Damage when hit (Melee): 20 acid / 17 darkness Changes stats: +14 Cun / +7 Wil Reduces incoming crit damage: 17.75% Physical save: +15 (+3 eff.) Silence immunity: +40% Stun/Freeze immunity: +20% Mana each turn: +0.40 Vim when firing critical spell: +2.00 Spell crit. chance: +2% Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
Galokalthorin the SleetblowPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 11 fetid Effects on ranged hit: * 15% chance to reduce damage dealt by 34% Changes stats: +8 Str / +8 Mag / +8 Wil / +8 Con Changes resistances: +40% nature Changes resistances penetration: +20% cold Changes damage: +12% fire / +20% nature / +3% cold Critical mult.: +10.00% Mental save: +15 (+3 eff.) Maximum psi: +20.00 Spellpower: +11 (+3 eff.) Mindpower: +5 (+1 eff.) Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Stunning Blow (costing 25 power out of 30/30) : Effective talent level: 3.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Hit the target twice with your two-handed weapon, doing 67% damage. Each hit will try to stun the target for 5 turns. The stun chance increases with your Physical Power. Rings make your fingers look great! |
Samogorn the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +29 (+6 eff.) Damage (Melee): 15 shadowflame Effects on ranged hit: * 15% chance to cause random gloom Changes stats: +10 Cun / +8 Con Changes resistances: +15% light / +6% cold Changes damage: +8% all Physical save: +16 (+4 eff.) Spell save: +15 (+3 eff.) Hate when firing a critical mind attack: +3.00 Only die when reaching: -60.00 life Maximum hate: +15.00 Spellpower: +20 (+5 eff.) Mindpower: +20 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Lelyrim the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Damage (Melee): 15 draining blight Damage (Ranged): 15 warp Changes stats: +8 Str / +4 Cun / +6 Con Changes resistances penetration: +10% nature Mental save: +14 (+3 eff.) Poison immunity: +47% Confusion immunity: +38% Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum stamina: +30.00 Maximum hate: +6.00 Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Shattering Shout (costing 25 power out of 30/30) : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 329.06 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Rings make your fingers look great! |
Gevon the BrightgritInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 14 warp Effects on ranged hit: * 15 arcane resource burn Changes stats: +7 Wil Changes resistances: +10% bleed / +38% cold Changes damage: +9% light / +19% cold Spell save: +15 (+3 eff.) Mental save: +13 (+3 eff.) Cut immunity: +37% Life regen: +6.00 Vim when firing critical spell: +2.37 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +20% Rings make your fingers look great! |
YarindurPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +30 (+6 eff.) Changes resistances: +9% cold / +40% nature / +46% darkness Changes damage: +20% nature / +20% darkness Physical save: +12 (+3 eff.) Spell save: +27 (+6 eff.) Mental save: +28 (+6 eff.) Confusion immunity: +50% Life regen: +4.73 Maximum life: +60.00 Rings make your fingers look great! |
Urirek the ArcwishInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 43% Damage when hit (Melee): 38 temporal / 40 physical Changes stats: +16 Str Changes resistances: +18% acid / +40% fire / +9% lightning Changes resistances penetration: +10% nature / +10% blight Changes damage: +12% blight / +20% fire Poison immunity: +36% Rings make your fingers look great! |
Glitterstinger the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +15 Defense: +17 (+4 eff.) Effects on melee hit: * 12% chance to reduce damage dealt by 34% Effects on ranged hit: * 13% chance to cause random gloom Damage when hit (Melee): 12 arcane Changes stats: +10 Wil / +7 Mag Changes resistances: +6% arcane / +6% darkness Changes resistances penetration: +15% light Changes damage: +9% light Spell save: +14 (+3 eff.) Mental save: +14 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
OakviperCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Damage when hit (Melee): 20 temporal / 20 physical Changes stats: +8 Str / +10 Wil / +8 Cun / +8 Lck Changes resistances: +12% fire / +6% mind / +12% nature Changes resistances penetration: +15% mind Mental save: +20 (+4 eff.) Stun/Freeze immunity: +36% Life regen: +8.00 Activating this item is instant. It can be used to activate talent Golden Rule (costing 25 power out of 30/30) : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to do unto others before they do unto you, gaining 100.00 physical power for 10 turns. You gain 1 physical power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
ArythInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 11 wasting temporal Damage (Ranged): 20 frost burn Changes resistances: +40% acid / +9% temporal / +15% nature / +15% blight Changes resistances penetration: +15% arcane / +5% temporal Changes damage: +20% acid / +18% temporal / +3% arcane / +3% mind Physical save: +15 (+3 eff.) Poison immunity: +27% Disease immunity: +25% Life regen: +20.00 Maximum life: +66.00 Healing mod.: +20% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings make your fingers look great! |
voratun ring 'Alosta'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+4 eff.) Damage (Melee): 15 draining blight Damage (Ranged): 15 shadowflame Damage when hit (Melee): 2 blight Changes stats: +10 Wil / +7 Mag Changes resistances: +5% arcane / +15% temporal Changes resistances penetration: +10% blight / +15% temporal Changes damage: +19% light / +8% all Mental save: +15 (+3 eff.) Spellpower: +20 (+5 eff.) Mindpower: +19 (+4 eff.) Rings make your fingers look great! |
voratun ring 'Cracklepeal'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20% chance to reduce armor by 43% Changes stats: +8 Str / +19 Con Changes resistances: +18% blight / +3% lightning Changes resistances penetration: +10% blight Changes damage: +9% acid / +9% blight Maximum encumbrance: +39 Spell save: +34 (+7 eff.) Maximum stamina: +79.00 Talents granted by this ego do not have their typical weapon type requirements. Activating this item is instant. It can be used to activate talent Perfect Strike (costing 25 power out of 30/30) : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Rings make your fingers look great! |
FrigidblackInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 17 temporal / 20 physical / 4 cold / 20 nature / 14 mind Changes stats: +15 Str / +8 Wil Changes resistances: +40% cold Changes resistances penetration: +20% temporal Changes damage: +20% cold / +6% temporal / +7% all Spellpower: +20 (+5 eff.) Mindpower: +17 (+3 eff.) Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings make your fingers look great! |
BlizzardzealInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Damage when hit (Melee): 20 physical / 8 cold / 18 temporal Changes stats: +16 Str / +15 Cun / +8 Lck Changes resistances: +15% darkness Changes damage: +6% cold Life regen: +20.00 Maximum life: +78.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Golden Rule (costing 25 power out of 30/30) : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to do unto others before they do unto you, gaining 100.00 physical power for 10 turns. You gain 1 physical power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
Xanolle the FreezewireInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +10 Str / +8 Wil / +7 Cun / +10 Con Changes resistances: +38% acid / +26% cold / +6% lightning Changes resistances penetration: +15% fire Changes damage: +19% acid / +48% cold / +6% fire Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
voratun ring 'Eiliniwe'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Damage (Melee): 14 molten rock Damage (Ranged): 15 warp Damage when hit (Melee): 20 nature / 19 mind Changes stats: +9 Str / +17 Wil Changes damage: +12% blight Mental save: +15 (+3 eff.) Mana when firing critical spell: +2.37 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 Spell crit. chance: +2% Damage Shield penetration: +35% Rings make your fingers look great! |
voratun ring 'Blindwrack'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Ranged): 13 warp Damage when hit (Melee): 8 light Changes stats: +18 Cun Changes resistances: +3% mind / +3% light Changes resistances penetration: +20% light / +15% fire Physical save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +44% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
DazzleradianceInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Effects on melee hit: * 10% chance to slow global speed by 71% Damage when hit (Melee): 2 light / 20 nature / 20 mind Changes stats: +10 Dex / +8 Wil Changes resistances: +15% blight / +24% nature / +9% light Changes resistances penetration: +5% light Mental save: +15 (+3 eff.) Poison immunity: +19% Disease immunity: +23% Confusion immunity: +47% Light radius: +4 Rings make your fingers look great! |
_6Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Damage when hit (Melee): 20 acid / 19 fire / 13 darkness / 14 light Changes stats: +10 Str / +7 Dex / +8 Cun / +10 Con Changes resistances: +9% temporal Changes damage: +3% temporal / +30% arcane / +6% nature Physical save: +16 (+4 eff.) Spell save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Rings make your fingers look great! |
Starwill (3 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Damage (Melee): 17 manaburn arcane / 19 fire burn Damage (Ranged): 20 manaburn arcane / 16 fire burn Damage when hit (Melee): 15 light Changes stats: +12 Mag / +4 Wil Changes resistances: +25% light Changes resistances penetration: +20% fire Changes damage: +25% light Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +40.00 Spell crit. chance: +10% Damage Shield penetration: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velilevena the Thundersquall (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +18 (+4 eff.) Damage when hit (Melee): 15 temporal Changes stats: +10 Mag / +9 Wil Changes resistances: +25% arcane Changes resistances penetration: +20% temporal Changes damage: +16% temporal Change telepathy range by : +20 Grants telepathy: Vermin Spell crit. chance: +8% Reduce all damage from unseen attackers: 26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
_1 (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +9 Dex / +6 Mag / +13 Wil / +10 Cun / +4 Con Changes resistances penetration: +15% cold Critical mult.: +10.00% Life regen: +9.00 Vim when firing critical spell: +2.00 Mental crit. chance: +8% Movement speed: +29% Damage Shield penetration: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Carrionhunger (38 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +38 (+8 eff.) Effects on melee hit: * 24% chance to slow global speed by 71% Changes stats: +5 Cun Changes resistances: +9% lightning / +9% nature Changes resistances penetration: +15% lightning / +10% nature / +15% arcane Changes damage: +9% nature Physical save: +30 (+7 eff.) Spell save: +15 (+3 eff.) Maximum life: +104.00 Maximum mana: +80.00 Slows Projectiles: +35% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Fograider' (18 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +18 (+4 eff.) Effects on melee hit: * 24% chance to reduce all saves and defense by 42 Changes stats: +5 Str / +9 Mag / +9 Wil Changes resistances: +9% temporal Changes resistances cap: +15% all Changes resistances penetration: +5% darkness / +15% mind Changes damage: +9% mind Physical save: +24 (+6 eff.) Spell save: +40 (+8 eff.) Mental save: +40 (+8 eff.) Maximum life: +75.00 Mindpower: +10 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Cleansepassion' (23 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +23 (+5 eff.) Effects on melee hit: * 24% chance to slow global speed by 71% Damage (Melee): 20 fire burn / 20 manaburn arcane Damage (Ranged): 20 manaburn arcane / 18 fire burn Changes stats: +5 Cun Changes resistances: +18% acid / +6% mind Changes damage: +9% acid / +15% fire burn / +6% mind / +12% manaburn arcane Spell save: +26 (+5 eff.) Mental save: +30 (+6 eff.) Slows Projectiles: +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Plagueclamor the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +17 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -6% Effects on melee hit: * 20% chance to slow global speed by 71% Damage (Melee): 16 fire burn / 18 manaburn arcane Damage (Ranged): 15 manaburn arcane / 19 fire burn Changes stats: +11 Cun / +12 Dex Changes resistances: +6% nature / +9% fire Changes resistances penetration: +10% fire Changes damage: +15% cold / +15% fire burn / +9% nature / +12% manaburn arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
_2 (37 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +37 (+8 eff.) Changes stats: +6 Dex / +12 Wil / +14 Cun / +5 Con Changes resistances: +23% light / +25% fire Changes resistances penetration: +9% darkness / +10% fire Changes damage: +13% darkness / +12% fire Talent granted: +5 Glorious Presence Reduces incoming crit damage: 36.00% Stealth bonus: +14 Physical save: +12 (+3 eff.) Cut immunity: +20% Mental crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 40.0% chance for an additional save against it and 56.4 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emeladhemira the Foglash (33 def, 19 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +19 Defense: +33 (+7 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 34% Changes stats: +6 Str / +6 Con Changes resistances: +6% darkness / +12% cold Changes resistances penetration: +10% mind Changes damage: +12% mind Physical save: +79 (+19 eff.) Spell save: +44 (+9 eff.) Mental save: +64 (+13 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 Only die when reaching: -50.00 life Maximum life: +109.00 Mindpower: +10 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kanarihell (18 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +18 (+4 eff.) Damage (Melee): 37 manaburn arcane / 35 fire burn Damage (Ranged): 27 manaburn arcane / 38 fire burn Changes stats: +6 Mag / +6 Wil Changes resistances: +9% lightning / +30% cold / +9% mind / +9% blight Changes damage: +29% fire burn / +30% manaburn arcane Physical save: +3 (+0 eff.) Spell save: +15 (+3 eff.) Pinning immunity: +24% Maximum mana: +80.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Duskfist' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Damage when hit (Melee): 6 darkness Changes stats: +3 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: +9% cold / +9% temporal Changes resistances penetration: +10% darkness Critical mult.: +30.00% Stealth bonus: +13 Physical save: +9 (+2 eff.) Mental save: +23 (+5 eff.) Only die when reaching: -50.00 life Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sewerlash (13 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +13 (+3 eff.) Damage when hit (Melee): 6 lightning / 6 fire / 6 arcane Changes stats: +4 Mag / +9 Wil / +5 Cun Changes resistances: +28% cold Changes resistances penetration: +10% lightning / +9% darkness / +18% fire / +10% arcane / +20% cold Changes damage: +9% lightning / +13% darkness / +21% fire / +10% arcane / +9% nature Spell save: +15 (+3 eff.) Mental save: +6 (+1 eff.) Disease immunity: +10% Teleport immunity: +20% Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
_2 (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 acid / 6 temporal Changes stats: +5 Mag / +13 Wil / +6 Con Changes resistances: +12% acid Changes resistances penetration: +10% acid Changes damage: +3% temporal Talent granted: +5 Glorious Presence Critical mult.: +30.00% Reduces incoming crit damage: 32.00% Stealth bonus: +15 Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 40.0% chance for an additional save against it and 56.4 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
_3 (27 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Defense: +27 (+6 eff.) Effects on melee hit: * 24% chance to reduce armor by 43% Changes stats: +9 Str / +5 Mag / +5 Wil / +6 Con Changes resistances: +25% light / +22% fire Changes resistances cap: +15% all Changes resistances penetration: +10% arcane Changes damage: +9% arcane Reduces incoming crit damage: 5.00% Stealth bonus: +15 Physical save: +20 (+5 eff.) Disarm immunity: +24% Maximum life: +228.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lorivor (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -17% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 15 mind Changes stats: +4 Str / +4 Dex / +9 Con Changes resistances: +25% mind Changes resistances penetration: +20% arcane Changes damage: +18% mind Life regen: +10.00 Movement speed: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
_4 (14 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +14 (+3 eff.) Fatigue: -8% Damage when hit (Melee): 4 mind Changes stats: +5 Str / +5 Dex / +11 Mag / +11 Wil / +5 Con Changes resistances: +12% mind Changes resistances cap: +15% all Reduces incoming crit damage: 10.00% Physical save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +10% Life regen: +10.00 Maximum life: +75.00 Spell crit. chance: +8% Movement speed: +29% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Gunoldil' (15 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Effects on melee hit: * 24% chance to reduce all saves and defense by 42 Damage (Melee): 15 manaburn arcane / 16 fire burn Damage (Ranged): 20 manaburn arcane / 20 fire burn Damage when hit (Melee): 15 fire Changes stats: +3 Str / +5 Dex Changes resistances: +25% fire Changes resistances penetration: +20% lightning Changes damage: +25% light Reduces incoming crit damage: 15.00% Physical save: +13 (+3 eff.) Spell crit. chance: +6% Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightsin the elven-silk cloak (23 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +23 (+5 eff.) Changes stats: +5 Dex Changes resistances: +6% cold / +5% arcane / +1% physical Changes resistances penetration: +20% fire Changes damage: +9% mind Spell save: +11 (+2 eff.) Mental save: +6 (+1 eff.) Teleport immunity: +20% Maximum life: +20.00 Maximum mana: +71.00 Slows Projectiles: +29% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Delegrim the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 13 light Changes stats: +6 Str / +8 Dex / +4 Mag / +7 Wil / +4 Cun / +6 Con Changes resistances: +23% fire Changes resistances penetration: +14% fire Changes damage: +24% fire Talent mastery: +0.40 Technique / Combat training Spell save: +12 (+3 eff.) Stamina each turn: +1.50 Psi when hit: +0.12 Mindpower: +25 (+5 eff.) Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silisetira the Hailsweep (38 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +38 (+8 eff.) Damage when hit (Melee): 6 cold Changes stats: +4 Str / +4 Con Changes resistances: +3% physical / +38% fire / +44% light / +42% cold Changes damage: +3% cold Stealth bonus: +28 Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brodibers the elven-silk cloak (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Changes stats: +4 Dex / +4 Wil / +9 Cun Changes resistances: +12% acid / +6% fire / +29% cold Changes resistances penetration: +8% darkness / +10% fire Changes damage: +9% darkness / +13% fire Reduces incoming crit damage: 17.75% Physical save: +13 (+3 eff.) Mental save: +11 (+2 eff.) Blindness immunity: +24% Disease immunity: +10% 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. |
Ivotira the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Damage when hit (Melee): 15 temporal Changes stats: +5 Dex / +4 Mag / +8 Wil / +6 Cun Changes resistances: +25% arcane Changes resistances penetration: +19% mind Changes damage: +25% temporal Mental save: +15 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flamemaster (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +22 (+5 eff.) Fatigue: -8% Damage when hit (Melee): 6 fire Changes stats: +5 Dex / +5 Con Changes resistances: +18% temporal / +6% fire / +6% arcane / +24% darkness Changes resistances penetration: +20% darkness / +25% temporal Changes damage: +21% darkness / +3% fire Change telepathy range by : +20 Grants telepathy: Vermin Stealth bonus: +25 Life regen: +9.00 Maximum life: +60.00 Movement speed: +30% Reduce all damage from unseen attackers: 30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Betherawen (3 def, 17 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +17 Defense: +3 (+1 eff.) Changes stats: +2 Dex / +3 Mag / +6 Wil / +4 Cun Changes resistances: +20% blight / +30% cold / +20% nature Critical mult.: +10.00% Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Life regen: +11.00 Maximum stamina: +30.00 Spell crit. chance: +1% Mental crit. chance: +6% Infravision radius: +2 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Khelochak (13 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Defense: +13 (+3 eff.) Damage (Melee): 19 manaburn arcane / 20 fire burn Damage (Ranged): 19 manaburn arcane / 17 fire burn Changes stats: +11 Str / +4 Dex / +1 Mag / +4 Con Changes resistances: +16% blight / +20% nature / +25% darkness Changes resistances penetration: +15% darkness Changes damage: +15% fire burn / +25% darkness / +13% manaburn arcane Stealth bonus: +12 Life regen: +11.00 Spell crit. chance: +3% Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torchripper (38 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +15 Defense: +38 (+8 eff.) Changes stats: +5 Dex Changes resistances: +9% temporal / +12% fire Changes damage: +12% darkness / +6% fire Critical mult.: +30.00% Stealth bonus: +15 Physical save: +14 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +14 (+3 eff.) Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Slows Projectiles: +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
_5 (23 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +23 (+5 eff.) Fatigue: -10% Changes stats: +5 Dex / +4 Mag / +9 Wil / +4 Cun / +5 Con Changes resistances: +6% blight / +30% temporal / +30% darkness / +3% fire Poison immunity: +24% Life regen: +10.00 Mana each turn: +0.08 Mana when firing critical spell: +2.37 Only die when reaching: -94.66 life Maximum mana: +40.00 Mindpower: +9 (+2 eff.) Movement speed: +30% Defense after a teleport: +29 Resist all after a teleport: +15% New effects duration reduction after a teleport: +24% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Plaguepain' (17 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +17 (+4 eff.) Damage when hit (Melee): 2 temporal Changes stats: +6 Str / +6 Dex / +6 Wil / +5 Cun / +11 Con Changes resistances: +18% nature Changes damage: +9% temporal / +6% nature / +15% darkness Talent granted: +5 Glorious Presence Reduces incoming crit damage: 24.00% Physical save: +27 (+6 eff.) Maximum life: +110.00 Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 40.0% chance for an additional save against it and 56.4 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
_6 (18 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Damage (Melee): 20 manaburn arcane / 17 fire burn Damage (Ranged): 20 manaburn arcane / 18 fire burn Changes stats: +5 Str / +4 Mag / +16 Wil / +11 Cun Changes resistances: +9% light / +6% arcane Changes resistances cap: +15% all Changes resistances penetration: +10% darkness / +10% fire Changes damage: +13% fire / +15% fire burn / +13% darkness / +15% manaburn arcane Reduces incoming crit damage: 10.00% Spell save: +9 (+2 eff.) Only die when reaching: -40.00 life Maximum life: +75.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +8% Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
SootsquallCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +38 (+8 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances: +6% arcane / +6% light Changes resistances penetration: +10% arcane Changes damage: +24% darkness Damage against: +39% Summoned Reduced damage from: +44% Summoned Stealth bonus: +14 Physical save: +40 (+10 eff.) Mindpower: +12 (+2 eff.) Light radius: +1 A belt that goes around your waist. |
Belerorach the DawnbilePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +29 Defense: +30 (+6 eff.) Damage when hit (Melee): 4 light Changes stats: +2 Dex / +10 Mag / +11 Wil Changes resistances: +5% physical Changes resistances penetration: +10% light Physical save: +42 (+10 eff.) Mental save: +15 (+3 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +6% A belt that goes around your waist. |
Arckarma the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +27 (+6 eff.) Defense: +23 (+5 eff.) Damage when hit (Melee): 8 lightning Changes stats: +6 Str / +6 Dex / +6 Cun / +6 Con Changes resistances penetration: +15% light / +20% arcane Changes damage: +21% lightning / +6% light Stealth bonus: +14 Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental crit. chance: +15% Size category: +2 A belt that goes around your waist. |
Infernogrit the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 6 nature Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +15% lightning / +14% temporal / +3% fire Changes damage: +12% fire Trap disarming bonus: +30 Stealth bonus: +11 Physical save: +30 (+7 eff.) Mental save: +15 (+3 eff.) Silence immunity: +24% Mindpower: +20 (+4 eff.) Infravision radius: +6 A belt that goes around your waist. |
_1Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +6 Dex / +3 Wil / +6 Cun Changes resistances: +12% light Changes resistances penetration: +25% light / +30% cold Changes damage: +9% cold Mental save: +30 (+6 eff.) Maximum life: +153.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +13% A belt that goes around your waist. |
_2Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+3 eff.) Defense: +19 (+4 eff.) Effects on melee hit: * 24% chance to reduce all saves and defense by 42 Changes stats: +3 Cun / +5 Wil Changes resistances penetration: +10% arcane / +10% mind Changes damage: +15% arcane Critical mult.: +30.00% Stealth bonus: +15 Physical save: +15 (+3 eff.) Spellpower: +12 (+3 eff.) A belt that goes around your waist. |
pair of voratun boots 'Sootstrider' (40 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Defense: +40 (+8 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 34% Changes stats: +6 Con / +5 Wil Changes resistances: +3% cold Changes resistances penetration: +10% physical / +15% darkness / +15% light Changes damage: +15% darkness Mindpower: +9 (+2 eff.) Movement speed: +37% It can be used to activate talent Disengage, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 157% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Flarespike' (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes stats: +6 Mag / +8 Wil / +6 Cun Changes resistances penetration: +30% fire Changes damage: +6% nature Physical save: +13 (+3 eff.) Spell save: +18 (+4 eff.) Mental save: +15 (+3 eff.) Silence immunity: +50% Confusion immunity: +47% Stun/Freeze immunity: +44% Vim when firing critical spell: +2.37 Spellpower: +25 (+6 eff.) Lowers spell cool-downs by: 10% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Siloriana the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Damage when hit (Melee): 8 arcane Changes stats: +1 Str / +1 Mag / +8 Wil / +6 Con Changes resistances penetration: +7% lightning / +8% fire Maximum encumbrance: +46 Physical save: +11 (+2 eff.) Stamina each turn: +1.20 Maximum stamina: +40.00 Spellpower: +26 (+6 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Infravision radius: +3 See invisible: +6 It can be used to activate talent Blindside, placing all other charms into a 21 cooldown : Effective talent level: 2.5 Power cost: 21 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 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 36 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. |
Umbrapride (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 24% chance to reduce damage dealt by 34% Damage when hit (Melee): 2 fire Changes stats: +6 Mag Changes resistances: +15% fire / +6% darkness / +19% cold Changes resistances penetration: +7% lightning / +8% fire Changes damage: +6% cold Spellpower: +19 (+5 eff.) Spell crit. chance: +4% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aruleg the Smeartaint (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 10% chance to slow global speed by 71% Damage when hit (Melee): 2 darkness Changes stats: +4 Dex / +10 Cun / +6 Con Changes resistances: +9% darkness Changes resistances penetration: +10% nature Changes damage: +9% nature / +12% darkness Physical save: +25 (+6 eff.) Mental save: +25 (+5 eff.) Stamina each turn: +2.00 Spellpower: +13 (+3 eff.) Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 50 cooldown : Effective talent level: 3.5 Power cost: 50 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 247 stamina. The stamina recovery improves with your Strength and Willpower. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betheba (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: -6% Changes stats: +9 Con Changes resistances: +6% mind Reduces incoming crit damage: 17.75% Maximum encumbrance: +46 Physical save: +15 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Maximum psi: +20.00 Spellpower: +12 (+3 eff.) See invisible: +9 It can be used to jump to a nearby location within range 6. The impact of your landing deals 203 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away Activation costs 34 power out of 40/40. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Nimbus's kiss' (18 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Defense: +18 (+4 eff.) Fatigue: -5% Damage when hit (Melee): 6 lightning Changes stats: +4 Str / +2 Wil / +3 Cun Changes resistances penetration: +10% lightning Reduces incoming crit damage: 15.00% Stamina each turn: +3.10 Maximum stamina: +33.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 25 cooldown : Effective talent level: 5.5 Power cost: 25 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 38% chance to evade melee and ranged attacks and 60 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 voratun boots 'Tempestquarry' (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes stats: +5 Con Changes resistances: +9% lightning Changes resistances penetration: +15% lightning Changes damage: +24% nature / +9% temporal Silence immunity: +99% Confusion immunity: +89% Stun/Freeze immunity: +99% Infravision radius: +3 It can be used to jump to a nearby location within range 6. The impact of your landing deals 203 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away Activation costs 34 power out of 40/40. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Getytir' (20 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +5 Defense: +20 (+4 eff.) Fatigue: +4% Changes stats: +6 Mag / +16 Wil / +6 Cun / +12 Con Changes resistances penetration: +25% physical Physical save: +25 (+6 eff.) Spell save: +6 (+1 eff.) Mental save: +25 (+5 eff.) Mana each turn: +0.37 Only die when reaching: -40.00 life Maximum mana: +60.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Damage Shield penetration: +35% It can be used to activate talent Blindside, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 41 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. |
pair of voratun boots 'Glimmerwilter' (0 def, 22 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +22 Fatigue: -6% Changes stats: +7 Cun / +4 Dex Changes resistances penetration: +10% blight Changes damage: +24% light / +9% blight Reduces incoming crit damage: 17.75% Stamina each turn: +2.00 Infravision radius: +7 It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 3.5 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Raguruirab the pair of voratun boots (10 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Defense: +10 (+2 eff.) Fatigue: -6% Changes stats: +6 Wil / +5 Cun / +5 Con Changes resistances: +25% temporal / +30% darkness / +6% arcane Changes resistances penetration: +18% temporal / +20% darkness / +20% physical Changes damage: +6% physical Maximum encumbrance: +50 Physical save: +29 (+7 eff.) Only die when reaching: -40.00 life Mindpower: +7 (+1 eff.) Infravision radius: +2 Defense after a teleport: +28 Resist all after a teleport: +13% New effects duration reduction after a teleport: +30% It can be used to activate talent Knockback Kick, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 4 tiles, and stunning it for 3 turns, as well as knocking aside all foes in its path. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Deepsvein' (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Str / +6 Wil / +5 Cun / +9 Con Changes resistances: +6% arcane Changes damage: +9% darkness / +6% blight Physical save: +14 (+3 eff.) Spell save: +36 (+8 eff.) Mental save: +15 (+3 eff.) Mana each turn: +0.08 Maximum mana: +40.00 Spellpower: +11 (+3 eff.) It can be used to jump to a nearby location within range 6. The impact of your landing deals 203 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away Activation puts all charms on cooldown for 34 turns. A pair of boots made of leather. |
Hellsnull (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 4 temporal Changes stats: +4 Mag / +9 Wil / +6 Cun Changes resistances: +6% blight / +3% temporal Changes damage: +9% temporal / +9% fire Physical save: +14 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Spellpower: +25 (+6 eff.) It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 21 turns. A pair of boots made of leather. |
Blazespiker the pair of drakeskin leather boots (0 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Changes stats: +8 Cun / +5 Con Changes resistances: +6% lightning / +12% light Changes damage: +18% mind Physical save: +22 (+5 eff.) Mental save: +19 (+4 eff.) Silence immunity: +47% Confusion immunity: +39% Stun/Freeze immunity: +50% Stamina each turn: +1.30 Maximum stamina: +39.00 Light radius: +4 Infravision radius: +3 A pair of boots made of leather. |
pair of drakeskin leather boots 'Boltstoker' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Effects on melee hit: * 24% chance to slow global speed by 71% Damage when hit (Melee): 8 nature / 6 darkness Changes resistances: +15% lightning Changes resistances penetration: +8% light / +8% temporal Changes damage: +3% lightning Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Movement speed: +25% A pair of boots made of leather. |
Nightpain the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: -10% Changes stats: +8 Dex / +15 Lck / +5 Con Changes resistances: +12% acid / +6% temporal Changes resistances penetration: +15% acid / +5% temporal / +10% darkness Changes damage: +12% darkness Stealth bonus: +15 Maximum encumbrance: +50 Physical save: +15 (+3 eff.) Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% It can be used to jump to a nearby location within range 6. The impact of your landing deals 203 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away Activation costs 34 power out of 40/40. A pair of boots made of leather. |
Bloombraze (21 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Defense: +21 (+5 eff.) Changes stats: +14 Dex / +8 Wil / +14 Con Changes resistances: +6% nature Changes resistances penetration: +15% bleed Changes damage: +12% nature Maximum psi: +20.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +3% It can be used to jump to a nearby location within range 6. The impact of your landing deals 203 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away Activation puts all charms on cooldown for 34 turns. A pair of boots made of leather. |
Lightoath the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -20% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Con / +5 Wil Changes resistances: +9% temporal Changes resistances penetration: +8% lightning / +8% cold Changes damage: +9% temporal Stamina each turn: +4.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Light radius: +3 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 50 cooldown : Effective talent level: 4.5 Power cost: 50 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 277 stamina. The stamina recovery improves with your Strength and Willpower. A pair of boots made of leather. |
Grinulekan the pair of drakeskin leather boots (20 def, 12 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Defense: +20 (+4 eff.) Changes stats: +3 Str / +15 Dex / +3 Mag / +7 Cun / +4 Con Changes resistances: +15% acid / +28% fire / +14% lightning / +27% cold Pinning immunity: +30% Stun/Freeze immunity: +30% Knockback immunity: +30% See invisible: +6 Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 2.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 26% for 5 turns. A pair of boots made of leather. |
Gorigen (12 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 (+3 eff.) Effects on melee hit: * 24% chance to reduce armor by 43% Changes stats: +5 Con Changes resistances: +12% light / +6% fire Pinning immunity: +29% Stun/Freeze immunity: +30% Knockback immunity: +30% Only die when reaching: -20.00 life Movement speed: +45% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Activating this item is instant. It can be used to jump to a nearby location within range 6. The impact of your landing deals 203 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away Activation puts all charms on cooldown for 34 turns. A pair of boots made of leather. |
pair of voratun boots 'Shockdredge' (19 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +5 Defense: +19 (+4 eff.) Fatigue: +4% Effects on melee hit: * 10% chance to reduce armor by 43% Changes stats: +12 Str / +6 Cun / +19 Con Changes resistances: +12% lightning Changes resistances penetration: +6% cold / +8% fire Changes damage: +3% lightning / +10% physical Physical save: +30 (+7 eff.) Mental save: +24 (+5 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Movement speed: +20% Size category: +1 It can be used to activate talent Disengage, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
_1 (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 10% chance to reduce all saves and defense by 42 Changes stats: +9 Mag / +3 Wil Changes resistances penetration: +15% arcane / +15% acid Changes damage: +12% acid / +18% arcane Stamina each turn: +1.30 Maximum stamina: +32.00 Spellpower: +11 (+3 eff.) Lowers spell cool-downs by: 10% Mindpower: +17 (+3 eff.) It can be used to blink to a nearby random location (rad 12) Activation puts all charms on cooldown for 21 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
_2 (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Changes stats: +10 Str / +6 Mag / +12 Wil / +14 Con Changes resistances penetration: +10% mind / +10% physical Changes damage: +9% temporal / +9% nature / +9% physical Mana each turn: +0.60 Maximum mana: +54.00 Spell crit. chance: +2% Mindpower: +9 (+2 eff.) Infravision radius: +3 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 41 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. |
Hazeward (0 def, 19 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +19 Fatigue: +4% Damage when hit (Melee): 6 temporal / 10 cold Changes resistances: +10% acid / +6% temporal / +6% light / +14% fire / +18% cold / +15% lightning Changes resistances penetration: +13% temporal Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bekalthogas the Startrencher (0 def, 14 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +14 Fatigue: +4% Changes stats: +4 Str / +6 Wil / +10 Con Changes resistances penetration: +10% physical / +10% light / +15% mind Changes damage: +6% acid / +6% mind Critical mult.: +5.00% Physical save: +15 (+3 eff.) Mindpower: +9 (+2 eff.) Mental crit. chance: +8% Light radius: +2 Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 2.5 Power cost: 21 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Toxinsaw (14 def, 9 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +9 Defense: +14 (+3 eff.) Fatigue: -5% Changes stats: +15 Dex / +11 Wil / +7 Con Changes resistances penetration: +10% nature / +25% physical Critical mult.: +15.00% Physical save: +15 (+3 eff.) Stamina each turn: +2.00 Mindpower: +3 (+0 eff.) Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 50 cooldown : Effective talent level: 4.5 Power cost: 50 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 277 stamina. The stamina recovery improves with your Strength and Willpower. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Floebile (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Armour: +5 Fatigue: +4% Changes stats: +4 Mag / +6 Wil / +5 Con Changes resistances: +9% lightning / +9% cold / +12% nature / +6% light Changes resistances penetration: +8% arcane / +8% fire Changes damage: +6% cold Disarm immunity: +20% Life regen: +4.73 Mana each turn: +0.51 Maximum mana: +60.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +10% Mindpower: +18 (+3 eff.) It can be used to jump to a nearby location within range 6. The impact of your landing deals 203 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away Activation costs 34 power out of 40/40. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emelomira the Thunderkin (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 acid Changes resistances: +3% acid / +30% temporal / +28% darkness / +11% fire / +6% mind / +14% cold Changes resistances penetration: +15% nature Changes damage: +6% mind Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glowstalker the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +9 Mag / +10 Wil / +4 Con Changes resistances: +9% light / +3% temporal Critical mult.: +5.00% Maximum encumbrance: +43 Physical save: +15 (+3 eff.) Mana each turn: +0.55 Maximum mana: +50.00 Spell crit. chance: +5% Mental crit. chance: +3% Light radius: +3 It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 21 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belamiganne the Flashslice (0 def, 9 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +9 Fatigue: -6% Changes stats: +6 Con / +6 Wil Changes resistances: +6% temporal Changes resistances penetration: +13% physical Maximum encumbrance: +42 Physical save: +15 (+3 eff.) Life regen: +8.00 Stamina each turn: +4.65 Maximum stamina: +32.00 Mindpower: +9 (+2 eff.) Light radius: +4 Healing mod.: +14% 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 Blindside, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 41 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. |
Gorizor the pair of voratun boots (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +5 Con Changes resistances: +28% temporal / +27% darkness / +9% cold Changes resistances penetration: +20% darkness / +20% temporal Mental save: +3 (+0 eff.) Silence immunity: +20% Pinning immunity: +54% Stun/Freeze immunity: +30% Knockback immunity: +30% Teleport immunity: +20% Life regen: +11.00 Only die when reaching: -40.00 life Healing mod.: +19% Defense after a teleport: +28 Resist all after a teleport: +20% New effects duration reduction after a teleport: +29% Activating this item is instant. It can be used to jump to a nearby location within range 6. The impact of your landing deals 203 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away Activation puts all charms on cooldown for 34 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Churab the pair of voratun boots (0 def, 16 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +16 Fatigue: +4% Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun / +5 Wil Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +25% temporal Physical save: +15 (+3 eff.) Infravision radius: +3 It can be used to activate talent Knockback Kick, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 5 tiles, and stunning it for 4 turns, as well as knocking aside all foes in its path. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Grinehad' (15 def, 14 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +14 Defense: +15 (+3 eff.) Fatigue: +4% Damage when hit (Melee): 2 mind Changes stats: +6 Cun / +6 Wil Changes resistances: +18% fire / +3% physical / +6% temporal Changes resistances penetration: +13% physical Physical save: +24 (+6 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Poison immunity: +24% Infravision radius: +3 Movement speed: +20% It can be used to activate talent Disengage, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aryleth the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +4 Str / +5 Wil / +10 Con Changes resistances: +1% physical / +6% light / +12% temporal / +15% fire / +9% mind / +15% cold Changes resistances penetration: +10% physical Maximum encumbrance: +47 Physical save: +14 (+3 eff.) Pinning immunity: +10% Stun/Freeze immunity: +20% Mindpower: +8 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 4.5 Power cost: 21 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Ce'Norith' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +24 (+5 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 12 acid / 4 blight Changes stats: +4 Wil Changes resistances penetration: +8% acid / +8% bleed Changes damage: +6% arcane Physical save: +20 (+5 eff.) Pinning immunity: +59% Stun/Freeze immunity: +59% Knockback immunity: +56% Mana each turn: +0.08 Maximum vim: +59.16 Activating this item is instant. It can be used to Take an offensive stance for 10 turns. As you attack your foes, you knock your target and foes adjacent to them in a frontal arc back (up to 3 grids). Activation puts 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. |
Glowlace the pair of voratun boots (17 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 (+4 eff.) Fatigue: +4% Damage when hit (Melee): 2 arcane / 6 light Changes stats: +12 Dex / +4 Mag / +4 Wil Changes resistances: +14% fire / +12% light / +13% cold Changes resistances penetration: +15% fire Changes damage: +12% arcane / +6% light / +12% nature Spellpower: +6 (+1 eff.) Spell crit. chance: +5% It can be used to blink to a nearby random location (rad 12) Activation puts all charms on cooldown for 21 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Glata' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +4% Changes stats: +4 Str / +6 Cun / +10 Con Changes resistances: +6% lightning / +9% light Physical save: +22 (+5 eff.) Mental save: +18 (+4 eff.) Cut immunity: +24% Pinning immunity: +24% Stun/Freeze immunity: +24% Life regen: +11.00 Healing mod.: +15% It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sunbrawn the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 light Changes stats: +5 Con / +6 Wil Changes resistances: +15% fire / +9% light / +14% cold Changes resistances penetration: +9% physical / +15% light / +10% nature Changes damage: +6% light / +6% cold Physical save: +14 (+3 eff.) Spellpower: +13 (+3 eff.) Mindpower: +9 (+2 eff.) Light radius: +4 It can be used to activate talent Knockback Kick, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 3 tiles, and stunning it for 2 turns, as well as knocking aside all foes in its path. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Lightningoath' (17 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 (+4 eff.) Fatigue: +4% Damage when hit (Melee): 6 nature Changes stats: +6 Cun / +6 Con Changes resistances: +18% lightning Changes resistances penetration: +15% cold Changes damage: +3% lightning Physical save: +22 (+5 eff.) Mental save: +25 (+5 eff.) Pinning immunity: +25% Stun/Freeze immunity: +30% Knockback immunity: +29% Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 25 cooldown : Effective talent level: 5.5 Power cost: 25 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 38% chance to evade melee and ranged attacks and 60 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 voratun boots 'Flashcast' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +33 (+7 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +4 Cun / +4 Dex Changes resistances: +6% blight / +12% fire Changes resistances penetration: +30% blight Changes damage: +9% blight Physical save: +20 (+5 eff.) Silence immunity: +48% Confusion immunity: +50% Stun/Freeze immunity: +50% Spellpower: +16 (+4 eff.) Mindpower: +18 (+3 eff.) It can be used to Take an offensive stance for 10 turns. As you attack your foes, you knock your target and foes adjacent to them in a frontal arc back (up to 3 grids). Activation puts 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. |
Pyresin (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +10 Mag / +12 Wil / +6 Cun / +6 Con Changes resistances: +6% arcane / +2% physical Changes resistances penetration: +10% acid / +10% physical Changes damage: +10% acid / +9% fire / +9% blight Physical save: +13 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +24 (+5 eff.) Disease immunity: +50% Pinning immunity: +30% Stun/Freeze immunity: +30% Knockback immunity: +28% Life regen: +4.73 Only die when reaching: -80.00 life Spellpower: +10 (+2 eff.) Mindpower: +9 (+2 eff.) Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mardelar (0 def, 11 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +4% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 33 * 24% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Wil / +6 Cun / +5 Con Changes resistances: +3% blight / +38% temporal / +28% darkness Changes resistances penetration: +19% darkness / +20% temporal Changes damage: +9% temporal Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Infravision radius: +3 Defense after a teleport: +30 Resist all after a teleport: +24% New effects duration reduction after a teleport: +35% It can be used to jump to a nearby location within range 6. The impact of your landing deals 203 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away Activation costs 34 power out of 40/40. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Getidor (15 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +25 (+5 eff.) Armour: +5 Defense: +15 (+3 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Changes stats: +1 Con / +6 Mag Changes resistances penetration: +8% light / +8% darkness Changes damage: +6% arcane Silence immunity: +50% Confusion immunity: +42% Stun/Freeze immunity: +45% Maximum stamina: +35.50 Spellpower: +19 (+5 eff.) Spell crit. chance: +5% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Yaratorain' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +5 Mag / +6 Wil / +7 Cun Changes resistances: +15% fire / +14% cold Changes damage: +6% mind Critical mult.: +10.00% Maximum encumbrance: +50 Physical save: +30 (+7 eff.) Spell save: +12 (+3 eff.) Mental save: +14 (+3 eff.) Mana each turn: +0.08 Maximum mana: +60.00 Spell crit. chance: +4% Lowers spell cool-downs by: 10% Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bregaldil the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +6 Cun / +4 Con Changes resistances: +15% fire / +6% arcane / +15% cold Changes resistances penetration: +25% blight Critical mult.: +10.00% Physical save: +23 (+5 eff.) Spell save: +15 (+3 eff.) Mental save: +22 (+5 eff.) Pinning immunity: +30% Stun/Freeze immunity: +29% Knockback immunity: +30% Stamina each turn: +2.00 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +1% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 2.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 26% for 5 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aryrin the Umbrakill (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Armour: +5 Fatigue: +4% Changes stats: +5 Mag / +8 Wil / +5 Con Changes resistances penetration: +15% blight / +9% physical / +20% arcane Changes damage: +3% darkness Mana when firing critical spell: +2.37 Spellpower: +28 (+7 eff.) Spell crit. chance: +3% Lowers spell cool-downs by: 10% Mindpower: +24 (+5 eff.) It can be used to activate talent Blindside, placing all other charms into a 21 cooldown : Effective talent level: 4.5 Power cost: 21 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 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 45 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. |
Nerobeth the Umbrazephyr (39 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +39 (+8 eff.) Fatigue: +4% Effects on melee hit: * 24% chance to reduce damage dealt by 34% Changes stats: +15 Dex / +2 Wil / +2 Cun Changes resistances: +30% darkness / +30% temporal Changes resistances penetration: +20% temporal / +20% darkness / +15% mind Mental save: +15 (+3 eff.) Stamina each turn: +1.10 Maximum stamina: +39.00 Mental crit. chance: +3% Movement speed: +20% Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to activate talent Disengage, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shadowwilder (0 def, 14 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Effects on melee hit: * 24% chance to reduce damage dealt by 34% Damage when hit (Melee): 8 mind Changes stats: +6 Wil / +11 Cun / +15 Con Changes resistances: +9% darkness Changes resistances penetration: +10% physical / +10% mind / +20% darkness Physical save: +50 (+12 eff.) Mental save: +50 (+10 eff.) Mindpower: +9 (+2 eff.) Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 21 cooldown : Effective talent level: 4.5 Power cost: 21 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 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 45 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. |
pair of voratun boots 'Wretchwyrd' (18 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Defense: +18 (+4 eff.) Fatigue: +4% Changes stats: +15 Dex / +2 Wil / +3 Cun Changes resistances: +3% nature / +6% darkness Changes damage: +6% darkness / +12% nature Physical save: +15 (+3 eff.) Silence immunity: +50% Confusion immunity: +45% Stun/Freeze immunity: +50% Spellpower: +13 (+3 eff.) Light radius: +1 Infravision radius: +4 It can be used to activate talent Knockback Kick, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 3 tiles, and stunning it for 2 turns, as well as knocking aside all foes in its path. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lightningnight (0 def, 14 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +14 Fatigue: -6% Effects on melee hit: * 24% chance to reduce armor by 43% Changes resistances: +6% acid / +24% lightning Changes resistances penetration: +15% fire Changes damage: +9% fire Maximum encumbrance: +48 Physical save: +15 (+3 eff.) Pinning immunity: +23% Stun/Freeze immunity: +30% Knockback immunity: +29% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Voidmarrow' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 10% chance to reduce damage dealt by 34% Damage when hit (Melee): 2 darkness Changes stats: +11 Con / +11 Wil Changes resistances penetration: +20% physical / +20% darkness / +15% temporal Changes damage: +6% darkness Spellpower: +13 (+3 eff.) Mindpower: +18 (+3 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 Blindside, placing all other charms into a 21 cooldown : Effective talent level: 2.5 Power cost: 21 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 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 36 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. |
_3 (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Mag / +4 Wil Changes resistances: +3% lightning / +9% temporal / +12% fire / +6% nature / +18% cold Physical save: +12 (+3 eff.) Pinning immunity: +30% Stun/Freeze immunity: +30% Knockback immunity: +29% Movement speed: +25% Activating this item is instant. It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 21 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Shadeobsidian' (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: -6% Effects on melee hit: * 20% chance to reduce damage dealt by 34% * 24% chance to reduce armor by 43% Damage when hit (Melee): 4 light Changes resistances: +30% temporal / +30% darkness / +3% light Changes resistances penetration: +15% acid / +18% temporal / +20% darkness Changes damage: +9% darkness Pinning immunity: +29% Stun/Freeze immunity: +24% Knockback immunity: +28% Stamina each turn: +2.00 Infravision radius: +3 Defense after a teleport: +25 Resist all after a teleport: +18% New effects duration reduction after a teleport: +30% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 50 cooldown : Effective talent level: 3.5 Power cost: 50 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 247 stamina. The stamina recovery improves with your Strength and Willpower. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rootstrider the pair of voratun boots (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +4% Effects on melee hit: * 24% chance to slow global speed by 71% Changes stats: +6 Cun / +6 Con Changes resistances: +12% nature Changes resistances penetration: +30% acid / +15% mind / +15% nature Physical save: +25 (+6 eff.) Mental save: +24 (+5 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +5% Infravision radius: +2 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fulenik (0 def, 11 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +11 Fatigue: +4% Changes stats: +6 Mag Changes resistances: +3% physical / +14% fire / +6% light / +14% cold Changes damage: +9% arcane Spell save: +6 (+1 eff.) Poison immunity: +24% Pinning immunity: +26% Stun/Freeze immunity: +30% Knockback immunity: +30% Spellpower: +18 (+4 eff.) Lowers spell cool-downs by: 10% Mindpower: +17 (+3 eff.) Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 2.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 26% for 5 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elikira the Scabwilder (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 71% Changes stats: +4 Cun / +4 Dex Changes resistances: +11% lightning / +14% temporal / +9% nature / +3% cold Changes resistances penetration: +8% light / +8% darkness Changes damage: +6% nature / +12% fire Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Venomquill (0 def, 14 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: -3% Effects on melee hit: * 24% chance to slow global speed by 71% Damage when hit (Melee): 8 darkness Changes stats: +6 Con / +6 Wil Changes resistances: +6% acid / +6% nature Changes resistances penetration: +10% physical Maximum encumbrance: +41 Physical save: +14 (+3 eff.) Poison immunity: +10% Life regen: +7.00 Maximum life: +20.00 Mindpower: +9 (+2 eff.) Infravision radius: +3 Healing mod.: +44% It can be used to activate talent Blindside, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 41 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. |
Gleamenvy (21 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Defense: +21 (+5 eff.) Fatigue: +4% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +13 Dex / +6 Cun / +6 Wil Changes resistances penetration: +30% blight Changes damage: +15% blight Physical save: +30 (+7 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Light radius: +2 It can be used to activate talent Knockback Kick, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 3 tiles, and stunning it for 2 turns, as well as knocking aside all foes in its path. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Nerolaith' (15 def, 16 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +10 (+2 eff.) Armour: +16 Defense: +15 (+3 eff.) Fatigue: -5% Changes stats: +8 Dex Changes resistances penetration: +14% mind Silence immunity: +50% Confusion immunity: +46% Stun/Freeze immunity: +47% Stamina each turn: +0.50 Maximum life: +56.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +5% Infravision radius: +6 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hyblek the Satyrsear (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +2 Cun / +5 Wil Changes resistances: +30% temporal / +30% darkness / +12% fire / +15% nature / +15% cold Changes resistances penetration: +20% darkness / +20% temporal Changes damage: +3% acid Silence immunity: +50% Confusion immunity: +48% Stun/Freeze immunity: +50% Psi when hit: +0.12 Maximum hate: +4.00 Spellpower: +13 (+3 eff.) Defense after a teleport: +30 Resist all after a teleport: +19% New effects duration reduction after a teleport: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duvegomnir the Rimevenom (13 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Defense: +13 (+3 eff.) Fatigue: -6% Damage when hit (Melee): 4 mind Changes stats: +8 Cun Changes resistances penetration: +10% cold Changes damage: +9% cold Maximum encumbrance: +50 Physical save: +15 (+3 eff.) Mental save: +6 (+1 eff.) Pinning immunity: +30% Stun/Freeze immunity: +30% Knockback immunity: +26% Equilibrium when hit: +0.04 Mindpower: +15 (+3 eff.) Infravision radius: +3 Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Glimmerterror' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 2 nature Changes stats: +10 Str / +10 Con Changes resistances: +14% fire / +15% cold Changes resistances penetration: +15% light / +30% nature Changes damage: +9% light / +10% physical Physical save: +20 (+5 eff.) Pinning immunity: +28% Stun/Freeze immunity: +30% Knockback immunity: +30% Light radius: +4 Size category: +1 Activating this item is instant. It can be used to Take an offensive stance for 10 turns. As you attack your foes, you knock your target and foes adjacent to them in a frontal arc back (up to 3 grids). Activation puts 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. |
_4 (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +4 Str / +6 Cun / +10 Con Changes resistances: +6% arcane / +18% blight Changes resistances penetration: +15% blight / +15% mind Changes damage: +3% arcane Physical save: +25 (+6 eff.) Mental save: +25 (+5 eff.) Stamina each turn: +2.10 Maximum life: +57.00 Maximum stamina: +32.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 2.5 Power cost: 21 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yvalraldatira the Arcblood (0 def, 15 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +15 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 43% Damage when hit (Melee): 12 lightning Changes resistances: +13% acid / +14% temporal / +14% cold / +15% fire / +34% lightning Changes damage: +6% lightning / +21% acid Pinning immunity: +30% Stun/Freeze immunity: +30% Knockback immunity: +30% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Anerain the Murkquill (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -15% Effects on melee hit: * 24% chance to reduce armor by 43% Changes stats: +14 Mag / +2 Wil Changes damage: +19% acid / +9% darkness / +9% blight Maximum encumbrance: +50 Physical save: +15 (+3 eff.) Spell save: +9 (+2 eff.) Disease immunity: +50% Stamina each turn: +2.00 Vim when firing critical spell: +2.00 Spellpower: +10 (+2 eff.) Activating this item is instant. It can be used to blink to a nearby random location (rad 13) Activation puts all charms on cooldown for 21 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hurubers (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +12 (+3 eff.) Armour: +5 Fatigue: -6% Damage when hit (Melee): 4 blight Changes resistances: +15% fire / +6% mind / +15% cold Changes resistances penetration: +8% nature / +8% bleed Changes damage: +18% blight Stamina each turn: +0.90 Hate when firing a critical mind attack: +4.00 Maximum life: +59.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +4% Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Squalorwilter the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 20% chance to slow global speed by 71% Damage when hit (Melee): 4 acid / 12 nature Changes stats: +4 Str / +5 Wil / +10 Con Changes resistances penetration: +30% acid / +10% physical Changes damage: +6% fire Maximum encumbrance: +45 Physical save: +15 (+3 eff.) Spellpower: +13 (+3 eff.) Mindpower: +6 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 41 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. |
pair of voratun boots 'Runendil' (0 def, 9 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Physical power: +18 (+4 eff.) Armour: +9 Fatigue: -6% Damage when hit (Melee): 2 physical Changes stats: +9 Str / +6 Dex / +4 Con Physical save: +19 (+4 eff.) Mental save: +6 (+1 eff.) Life regen: +10.00 Stamina each turn: +2.00 Hate when firing a critical mind attack: +2.00 Healing mod.: +15% Activating this item is instant. It can be used to Take an offensive stance for 10 turns. As you attack your foes, you knock your target and foes adjacent to them in a frontal arc back (up to 3 grids). Activation puts 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. |
Komnir the pair of voratun boots (0 def, 13 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +32 (+7 eff.) Armour: +13 Fatigue: +4% Effects on melee hit: * 24% chance to reduce armor by 43% Changes stats: +4 Dex / +4 Mag / +5 Cun Changes damage: +9% mind Reduces incoming crit damage: 15.00% Physical save: +20 (+5 eff.) Spellpower: +17 (+4 eff.) Mindpower: +18 (+3 eff.) Infravision radius: +3 It can be used to Take an offensive stance for 10 turns. As you attack your foes, you knock your target and foes adjacent to them in a frontal arc back (up to 3 grids). Activation puts 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. |
Glorylle the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Changes stats: +4 Cun / +4 Dex Changes resistances: +3% blight Changes damage: +3% temporal Maximum encumbrance: +49 Physical save: +14 (+3 eff.) Blindness immunity: +10% Stun/Freeze immunity: +24% Knockback immunity: +24% Life regen: +14.73 Stamina each turn: +0.70 Maximum stamina: +32.00 Healing mod.: +19% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Splendourmaster' (0 def, 13 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +11.0% Physical power: +12 (+3 eff.) Armour: +13 Fatigue: +4% Changes resistances: +12% lightning / +3% physical / +9% light / +13% fire / +3% temporal / +14% cold Changes resistances penetration: +15% blight Mental save: +3 (+0 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Duathelzeal' (16 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Defense: +16 (+4 eff.) Fatigue: -6% Changes stats: +2 Str / +8 Dex / +4 Cun / +5 Con Changes resistances penetration: +15% darkness Maximum encumbrance: +41 Physical save: +29 (+7 eff.) Infravision radius: +4 Movement speed: +19% It can be used to activate talent Disengage, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 157% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chalikan the Floedash (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 6 arcane Changes stats: +2 Str / +6 Mag / +4 Con Changes resistances penetration: +15% temporal Changes damage: +3% cold Physical save: +17 (+4 eff.) Silence immunity: +44% Confusion immunity: +42% Stun/Freeze immunity: +48% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +20 (+5 eff.) Lowers spell cool-downs by: 10% It can be used to Take an offensive stance for 10 turns. As you attack your foes, you knock your target and foes adjacent to them in a frontal arc back (up to 3 grids). Activation puts 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. |
Nilen (20 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Defense: +20 (+4 eff.) Fatigue: +4% Damage when hit (Melee): 4 arcane Changes stats: +10 Str / +8 Con Changes resistances: +15% temporal Changes damage: +3% blight / +10% physical Physical save: +15 (+3 eff.) Spell save: +3 (+0 eff.) Stamina each turn: +1.30 Mana when firing critical spell: +2.37 Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +40.00 Movement speed: +19% Size category: +1 It can be used to activate talent Knockback Kick, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 3 tiles, and stunning it for 2 turns, as well as knocking aside all foes in its path. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sparkransom (18 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Armour: +5 Defense: +18 (+4 eff.) Fatigue: -6% Damage when hit (Melee): 10 lightning Changes stats: +4 Mag / +7 Wil Changes damage: +15% mind Maximum encumbrance: +37 Physical save: +26 (+6 eff.) Hate when firing a critical mind attack: +5.92 Mental crit. chance: +2% Movement speed: +20% It can be used to blink to a nearby random location (rad 13) Activation puts all charms on cooldown for 21 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eilineseta the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 4 blight Changes stats: +2 Cun / +11 Mag Physical save: +20 (+5 eff.) Pinning immunity: +50% Stun/Freeze immunity: +57% Knockback immunity: +52% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum vim: +40.00 Spellpower: +10 (+2 eff.) Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to Take an offensive stance for 10 turns. As you attack your foes, you knock your target and foes adjacent to them in a frontal arc back (up to 3 grids). Activation puts 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. |
_5 (20 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Armour: +14 Defense: +20 (+4 eff.) Fatigue: +4% Damage when hit (Melee): 6 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +6% blight Changes resistances penetration: +20% blight / +25% arcane Changes damage: +3% blight Physical save: +20 (+5 eff.) Infravision radius: +3 Movement speed: +20% It can be used to blink to a nearby random location (rad 14) Activation puts all charms on cooldown for 21 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Xatta' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +4 Wil / +5 Con Changes resistances penetration: +20% mind / +15% physical Physical save: +9 (+2 eff.) Stamina each turn: +1.30 Hate when firing a critical mind attack: +4.00 Maximum stamina: +38.00 Spellpower: +13 (+3 eff.) It can be used to jump to a nearby location within range 6. The impact of your landing deals 203 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away Activation costs 34 power out of 40/40. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Splendourmonster (18 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+4 eff.) Fatigue: -6% Damage when hit (Melee): 4 blight Changes stats: +12 Wil / +6 Cun / +6 Con Changes resistances penetration: +25% light / +10% physical Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Stamina each turn: +0.90 Mana when firing critical spell: +2.37 Maximum life: +54.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +2% Mindpower: +9 (+2 eff.) Movement speed: +10% Damage Shield penetration: +35% 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 Blindside, placing all other charms into a 21 cooldown : Effective talent level: 4.5 Power cost: 21 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 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 45 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. |
pair of voratun boots 'Delular' (11 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +11 (+3 eff.) Fatigue: -6% Changes stats: +8 Wil / +4 Con Changes resistances: +15% lightning / +12% temporal / +12% mind Changes resistances penetration: +5% blight Stamina each turn: +0.70 Maximum life: +60.00 Maximum mana: +20.00 Maximum vim: +10.00 Spell crit. chance: +2% Movement speed: +29% It can be used to jump to a nearby location within range 6. The impact of your landing deals 203 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away Activation puts all charms on cooldown for 34 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Natureblight the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: -6% Effects on melee hit: * 24% chance to slow global speed by 71% Damage when hit (Melee): 4 arcane Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +15% arcane Changes damage: +21% nature Physical save: +30 (+7 eff.) Spell save: +9 (+2 eff.) Mental save: +13 (+3 eff.) Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% It can be used to activate talent Knockback Kick, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 4 tiles, and stunning it for 3 turns, as well as knocking aside all foes in its path. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Radiancehack the pair of voratun boots (18 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+4 eff.) Fatigue: +4% Changes stats: +1 Str / +4 Mag / +7 Wil / +5 Con Changes resistances: +18% light Changes resistances penetration: +10% light Changes damage: +3% light Stamina each turn: +1.30 Maximum stamina: +40.00 Activating this item is instant. It can be used to blink to a nearby random location (rad 14) Activation puts all charms on cooldown for 21 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isubeth the Rimewyrd (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +14 Fatigue: +4% Changes resistances: +29% temporal / +28% darkness / +6% cold Changes resistances penetration: +15% physical Changes damage: +6% blight Critical mult.: +5.00% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 (+1 eff.) Spell crit. chance: +7% Infravision radius: +3 Defense after a teleport: +28 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isatira the Rainwire (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 6 cold Changes stats: +4 Cun / +3 Dex Changes resistances: +18% cold Changes resistances penetration: +10% darkness / +10% cold Changes damage: +6% darkness / +18% cold Pinning immunity: +20% Stun/Freeze immunity: +30% Knockback immunity: +29% Stamina each turn: +1.20 Maximum stamina: +37.00 Spellpower: +13 (+3 eff.) Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Strikepower (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +12 Mag / +12 Wil Changes resistances: +21% lightning / +3% fire / +9% temporal Changes resistances penetration: +14% mind Changes damage: +6% lightning Stamina each turn: +0.90 Mana each turn: +0.89 Maximum life: +60.00 Maximum mana: +115.00 Spell crit. chance: +9% Mindpower: +5 (+1 eff.) Mental crit. chance: +4% Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Chillwalker' (0 def, 22 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +22 Fatigue: +4% Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 mind Changes stats: +6 Wil / +6 Cun / +5 Con Changes resistances: +12% cold Physical save: +39 (+9 eff.) Mental save: +23 (+5 eff.) Mental crit. chance: +3% Infravision radius: +5 It can be used to activate talent Knockback Kick, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 4 tiles, and stunning it for 3 turns, as well as knocking aside all foes in its path. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Yvithra' (0 def, 20 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +20 Fatigue: +4% Changes stats: +9 Cun / +6 Con Changes resistances: +15% acid Physical save: +16 (+4 eff.) Mental save: +31 (+7 eff.) Cut immunity: +10% Silence immunity: +10% Life regen: +8.00 Psi when hit: +0.04 Mental crit. chance: +2% Infravision radius: +5 Healing mod.: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glorabremithra (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Armour: +5 Fatigue: +4% Changes stats: +12 Wil / +6 Cun / +10 Con Changes resistances penetration: +20% arcane / +10% physical Changes damage: +6% blight Physical save: +15 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +15 (+3 eff.) Mana each turn: +0.16 Maximum mana: +60.00 Maximum vim: +20.00 Spellpower: +52 (+11 eff.) Mindpower: +25 (+5 eff.) It can be used to jump to a nearby location within range 6. The impact of your landing deals 203 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away Activation puts all charms on cooldown for 34 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Sewerraptor' (9 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Defense: +9 (+2 eff.) Fatigue: +4% Effects on melee hit: * 24% chance to slow global speed by 71% Damage when hit (Melee): 6 nature Changes stats: +15 Dex Changes resistances: +14% lightning / +12% temporal / +6% acid Changes resistances penetration: +14% nature Pinning immunity: +26% Stun/Freeze immunity: +26% Knockback immunity: +30% Mana each turn: +0.12 Maximum mana: +80.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Sametar' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -15% Changes resistances: +3% lightning / +3% blight / +15% fire / +3% nature / +15% cold Changes damage: +9% arcane Maximum encumbrance: +47 Physical save: +13 (+3 eff.) Disarm immunity: +24% Pinning immunity: +10% Stun/Freeze immunity: +24% Life regen: +12.00 Stamina each turn: +0.90 Maximum life: +54.00 Movement speed: +10% Healing mod.: +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hathuzilaleg (18 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Defense: +18 (+4 eff.) Fatigue: -6% Changes stats: +2 Cun / +6 Mag Changes resistances: +6% mind / +2% physical Maximum encumbrance: +50 Physical save: +14 (+3 eff.) Lowers spell cool-downs by: 10% Mental crit. chance: +6% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 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 36% chance to evade melee and ranged attacks and 42 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. |
Heatknight the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Fatigue: -6% Changes stats: +4 Str / +5 Mag / +2 Con Changes resistances: +15% lightning / +15% temporal / +6% fire Changes resistances penetration: +30% fire Physical save: +12 (+3 eff.) Silence immunity: +48% Confusion immunity: +50% Stun/Freeze immunity: +44% Stamina each turn: +2.00 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 50 cooldown : Effective talent level: 2.5 Power cost: 50 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 206 stamina. The stamina recovery improves with your Strength and Willpower. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Armakalthodil' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -14% Changes stats: +5 Str Changes resistances: +9% mind Changes resistances penetration: +10% mind Physical save: +12 (+3 eff.) Confusion immunity: +24% Stamina each turn: +4.90 Maximum life: +49.00 Spellpower: +13 (+3 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +5% Movement speed: +10% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 50 cooldown : Effective talent level: 3.5 Power cost: 50 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 247 stamina. The stamina recovery improves with your Strength and Willpower. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Zsiz the Lich Reaver level 33
25th Dusk 123rd year of Ascendancy at 21:27 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Zsiz the Cornac Reaver level 32
59th Regrowth 123rd year of Ascendancy at 03:37 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Zsiz the Cornac Reaver level 28
35th Regrowth 123rd year of Ascendancy at 20:22 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Zsiz the Lich Reaver level 40
54th Dusk 123rd year of Ascendancy at 23:12 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Zsiz the Lich Reaver level 36
43rd Dusk 123rd year of Ascendancy at 09:52 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Zsiz the Lich Reaver level 35
38th Dusk 123rd year of Ascendancy at 19:59 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Zsiz the Cornac Reaver level 26
2nd Regrowth 123rd year of Ascendancy at 22:55 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Zsiz the Cornac Reaver level 14
17th Dusk 122nd year of Ascendancy at 00:10 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Zsiz the Lich Reaver level 34
35th Dusk 123rd year of Ascendancy at 12:58 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Zsiz the Cornac Reaver level 6
77th Pyre 122nd year of Ascendancy at 17:33 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Zsiz the Cornac Reaver level 18
77th Dusk 122nd year of Ascendancy at 09:25 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zsiz the Cornac Reaver level 32
68th Regrowth 123rd year of Ascendancy at 10:53 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Zsiz the Lich Reaver level 39
48th Dusk 123rd year of Ascendancy at 00:04 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Zsiz the Lich Reaver level 33
33rd Dusk 123rd year of Ascendancy at 00:07 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zsiz the Cornac Reaver level 16
37th Dusk 122nd year of Ascendancy at 12:48 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Zsiz the Lich Reaver level 38
43rd Dusk 123rd year of Ascendancy at 10:11 see stats
Level 10 (Roguelike)
Got a character to level 10.By Zsiz the Cornac Reaver level 10
6th Mirth 122nd year of Ascendancy at 07:47 see stats
Level 20 (Roguelike)
Got a character to level 20.By Zsiz the Cornac Reaver level 20
78th Dusk 122nd year of Ascendancy at 17:23 see stats
Level 30 (Roguelike)
Got a character to level 30.By Zsiz the Cornac Reaver level 30
55th Regrowth 123rd year of Ascendancy at 16:13 see stats
Level 40 (Roguelike)
Got a character to level 40.By Zsiz the Lich Reaver level 40
52nd Dusk 123rd year of Ascendancy at 21:19 see stats
Lichform (Roguelike)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Zsiz the Lich Reaver level 33
10th Dusk 123rd year of Ascendancy at 16:31 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Zsiz the Cornac Reaver level 27
12nd Regrowth 123rd year of Ascendancy at 16:32 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Zsiz the Cornac Reaver level 24
78th Haze 122nd year of Ascendancy at 20:02 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Zsiz the Cornac Reaver level 27
5th Regrowth 123rd year of Ascendancy at 04:48 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Zsiz the Cornac Reaver level 27
29th Regrowth 123rd year of Ascendancy at 19:34 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Zsiz the Cornac Reaver level 27
3rd Regrowth 123rd year of Ascendancy at 15:58 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Zsiz the Lich Reaver level 35
35th Dusk 123rd year of Ascendancy at 14:47 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Zsiz the Cornac Reaver level 12
3rd Flare 122nd year of Ascendancy at 23:51 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Zsiz the Cornac Reaver level 18
57th Dusk 122nd year of Ascendancy at 16:34 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Zsiz the Cornac Reaver level 12
2nd Summertide 122nd year of Ascendancy at 21:52 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Zsiz the Cornac Reaver level 32
59th Regrowth 123rd year of Ascendancy at 03:37 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Zsiz the Cornac Reaver level 13
9th Flare 122nd year of Ascendancy at 19:29 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Zsiz the Lich Reaver level 41
71st Dusk 123rd year of Ascendancy at 08:11 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Zsiz the Cornac Reaver level 20
1st Haze 122nd year of Ascendancy at 15:24 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Zsiz the Cornac Reaver level 6
77th Pyre 122nd year of Ascendancy at 17:33 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Zsiz the Cornac Reaver level 6
77th Pyre 122nd year of Ascendancy at 17:33 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Zsiz the Cornac Reaver level 30
57th Regrowth 123rd year of Ascendancy at 13:26 see stats
Log
Saving game...
Saving done.
The merchant carefully hands you: Isubeth the Rimewyrd (0 def, 14 armour)
Saving game...
Saving done.
The merchant carefully hands you: Isatira the Rainwire (0 def, 5 armour)
Saving game...
Saving done.
The merchant carefully hands you: Strikepower (0 def, 5 armour)
Saving game...
Saving done.
The merchant carefully hands you: pair of voratun boots 'Chillwalker' (0 def, 22 armour)
Saving game...
Saving done.
The merchant carefully hands you: pair of voratun boots 'Yvithra' (0 def, 20 armour)
Saving game...
Saving done.
The merchant carefully hands you: Glorabremithra (0 def, 5 armour)
Saving game...
Saving done.
The merchant carefully hands you: pair of voratun boots 'Sewerraptor' (9 def, 5 armour)
Saving game...
Saving done.
The merchant carefully hands you: pair of voratun boots 'Sametar' (0 def, 5 armour)
Saving game...
Saving done.
The merchant carefully hands you: Hathuzilaleg (18 def, 5 armour)
Saving game...
Saving done.
The merchant carefully hands you: Heatknight the pair of voratun boots (0 def, 5 armour)












































































































































































































































































