
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Master world 1.7.4This mod is designed to complete the game at the highest difficulty level. The mod does not affect the game experience of battles with monsters, it only adds the opportunity to become stronger for money. Every merchant in the world offers the player to learn new talent mastery, undergo special training, or create powerful artifacts. Each trader has their own requirements for the level of the player and pricing policy. Mod features Talents manipulation: Special training: Artifactors: Travel in world: Other: Somehow :) Items Vault 1.7.6Donators/Buyers bonus! Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Possession type unlock 1.5.8Removes the creature type limit of Possession. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) Proper Possession 1.7.0
Frequently Asked Questions: High Level Start 1.7.4This addon allows you to start at a higher level (18 for races with 0% xp penalty) with 500 gold and you get the generic points from the arena quest by default. This should allow you to skip the tier 1 zones. It also starts you with a rod of recall (and cloak of deception for undead) and set your initial quest to the t2 zones quest. Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Moderately Extended Possessors 1.7.4Improvements to the Possessor class. Original by Velk, with fixes and tweaks by mannendake. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Simple Godmode 1.7.6Possess Everyone 1.7.0This mod should allow you to possess all ranks. At the highest level of the Possess talent, it enables you to possess any rank of enemy, including Elite Bosses. I recommend the excellent Proper Possession, as well. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Thalore |
Class | Possessor |
Level / Exp | 28 / 15% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 554.51 (base 58) |
Dexterity | 510.361 (base 58) |
Constitution | 59 (base 58) |
Magic | 508.826 (base 58) |
Willpower | 59 (base 58) |
Cunning | 506.668 (base 58) |
Resources
Mana | 878/878 |
Equilibrium | 0 |
Psi | 632/632 |
Life | 580781/580781 |
Paradox | 300 |
Stamina | 708/708 |
Hate | 100/100 |
Healing Factor | 1.3251133323992 |
Regeneration | 81.179374367731 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +135% |
Spell | +200% |
Global | +235% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 10 |
See Stealth | 143.83163910916 |
See Invisible | 143.83163910916 |
Offense: Mainhand
Damage | 124 |
Accuracy | 89 |
Crit Chance | 171% |
APR | 106 |
Speed | 0.33 |
Offense: Offhand
Damage | 120 |
Accuracy | 89 |
Crit Chance | 171% |
APR | 106 |
Speed | 0.33 |
Offense: Spell
Spellpower | 135 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 52.65 |
Offense: Mind
Mindpower | 147 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +54% |
Blight | +54% |
Arcane | +54% |
Cold | +54% |
All | 0% |
Physical | +54% |
Lightning | +54% |
Light | +54% |
Temporal | +54% |
Mind | +54% |
Darkness | +66% |
Fire | +54% |
Nature | +54% |
Offense: Damage Penetration
Acid | +64% |
Blight | +54% |
Arcane | +54% |
Cold | +54% |
All | 0% |
Physical | +54% |
Lightning | +54% |
Light | +54% |
Temporal | +54% |
Mind | +54% |
Darkness | +54% |
Fire | +54% |
Nature | +54% |
Defense: Base
Armour (hardiness) | 114.238 (100%) |
Defense | 204 |
Ranged Defense | 204 |
Fatigue | 0 |
Physical Save | 443 |
Spell Save | 587 |
Mental Save | 589 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +1290%(100%) |
Physical | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Mind | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Stun Resistance | 73% |
Confusion Resistance | 100% |
Fear Resistance | 73% |
Knockback Resistance | 73% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (3/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Psionic / Possession | 36.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 15.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Battle psionics | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Body snatcher | 25.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 5.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 10/5 |
| 10/5 |
| 5/5 |
Psionic / Ravenous mind | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Mentalism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Thalore | 6.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 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 |
Effects
beneficial effect | Immune to detrimental physical effects Elemental Surge: Physical |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 54. Intimidated |
beneficial effect | You have assumed the form of Yvata the Snow Giant. Your accumulated experience will be delayed until you revert to your natural form. Assume Form |
beneficial effect | Mindpower (raw) increased by 20. Sadist |
Quests
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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +3.0% Armour: +14 Effects on melee hit: * 20% chance to reduce armor by 58% Changes resistances: +24% darkness Changes resistances penetration: +10% acid Changes damage: +12% darkness Rings make your fingers look great! |
In main hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Main armor | ![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In off hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Inventory
![]() regeneration infusion (heal 192; 16 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 192 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() manasurge rune (regen 1086% over 10 turns; mana 54; 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: 9 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1086% for 10 turns (2939 total) and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Woesweep Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +3% nature / +12% mind / +9% darkness Spell save: +6 (+0 eff.) Confusion immunity: +10% Knockback immunity: +20% Amulets make your neck look great! |
![]() Betiralle the gold ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% nature / +20% physical Changes damage: +9% mind / +13% physical Maximum life: +60.00 Healing mod.: +10% Rings make your fingers look great! |
![]() Smearroar Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +10% nature Changes damage: +9% mind Spell save: +9 (+0 eff.) Blindness immunity: +24% Mana when firing critical spell: +2.00 Infravision radius: +4 See stealth: +10 See invisible: +11 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! |
![]() Gleamjustice the dwarven-steel battleaxe (28-42 power, 2 apr) Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 28.0 - 42.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 26% chance to reduce all saves and defense by 63 Damage (Melee): +20 mind When wielded/worn: Armour: +10 Changes stats: +5 Cun / +5 Wil Changes resistances: +6% light / +9% cold Spell save: +15 (+1 eff.) Light radius: +3 Massive two-handed battleaxes. |
![]() Gorenull the dwarven-steel battleaxe (34-50 power, 2 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 308 damage over 5 turns and reducing armor and accuracy by 39 Damage (Melee): +8 nature / +20 cold When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +10 Effects on melee hit: * 10% chance to slow global speed by 95% Changes resistances: +9% nature Changes resistances penetration: +10% physical Massive two-handed battleaxes. |
![]() Stormfront (30-45 power, 15 apr) Requires: - Magic 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() balanced dwarven-steel battleaxe of erosion (30-44 power, 2 apr) Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.5 - 44.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +10 (+1 eff.) Disarm immunity: +32% Massive two-handed battleaxes. |
![]() balanced voratun battleaxe of persecution (56-84 power, 4 apr) Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage against: +7% Unnatural When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +10 (+1 eff.) Changes stats: +3 Wil Disarm immunity: +49% Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe of amnesia (34-50 power, 2 apr) Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) Massive two-handed battleaxes. |
![]() enhanced dwarven-steel battleaxe of evisceration (31-46 power, 2 apr) Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 566 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +16.0% Physical power: +10 (+1 eff.) Changes stats: +9 Str / +7 Dex / +7 Mag / +7 Wil / +7 Cun / +7 Con Massive two-handed battleaxes. |
![]() truestriking dwarven-steel battleaxe of enduring (31-46 power, 2 apr) Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +10 Changes stats: +12 Con / +10 Wil Changes resistances penetration: +12% physical Maximum life: +14.00 Massive two-handed battleaxes. |
![]() truestriking steel battleaxe of enduring (18-28 power, 2 apr) Requires: - Magic 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.5 - 27.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +10 Changes stats: +9 Con / +12 Wil Changes resistances penetration: +10% physical Maximum life: +37.00 Massive two-handed battleaxes. |
![]() warbringer's stralite battleaxe of erosion (45-68 power, 3 apr) Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +21 nature When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +5 Con Changes resistances penetration: +14% physical Disarm immunity: +18% Massive two-handed battleaxes. |
![]() Hanyrin (12-16 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 40% Wil, 100% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 48 Damage (Melee): +9 blight When wielded/worn: Changes damage: +6% arcane Maximum vim: +50.00 Spell crit. chance: +6% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
![]() 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 stats: 40% Wil, 105% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery 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 (+0 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. |
![]() 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 stats: 40% Wil, 50% Dex, 115% Mag Damage type: Physical Mastery: Dagger Mastery 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 12 power out of 20/20) : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 509.84 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. |
![]() acidic dwarven-steel dagger of phasing (20-25 power, 12 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 308 damage over 5 turns and reducing armor and accuracy by 39 Damage Shield penetration (this weapon only): +14% Sharp, short and deadly. |
![]() acidic dwarven-steel dagger of phasing (16-21 power, 16 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 308 damage over 5 turns and reducing armor and accuracy by 39 Damage Shield penetration (this weapon only): +12% Sharp, short and deadly. |
![]() balanced stralite dagger of rage (32-41 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.5 - 41.0 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+2 eff.) Defense: +8 (+1 eff.) Changes stats: +6 Str Changes damage: +9% physical Disarm immunity: +26% Sharp, short and deadly. |
![]() blazebringer's dwarven-steel dagger of massacre (25-32 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 2) on crit: +5 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +1% Sharp, short and deadly. |
![]() dwarven-steel dagger of erosion (18-23 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +11 nature Sharp, short and deadly. |
![]() dwarven-steel dagger of massacre (26-33 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.5 - 33.1 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
![]() elemental steel dagger of shearing (10-14 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 185 lightning damage (1/turn) When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +6 Changes resistances penetration: +8% lightning / +8% all Changes damage: +11% lightning Sharp, short and deadly. |
![]() manaburning dwarven-steel dagger (18-23 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 13 arcane resource burn Sharp, short and deadly. |
![]() manaburning dwarven-steel dagger of massacre (27-35 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn Sharp, short and deadly. |
![]() quick steel dagger (12-15 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +2 Dex Combat speed: +10% Sharp, short and deadly. |
![]() steel dagger of amnesia (12-15 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() stormbringer's dwarven-steel dagger of massacre (28-36 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 27.5 - 35.8 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 2) on crit: +13 lightning / +5 cold When wielded/worn: Changes resistances penetration: +10% lightning / +8% cold Movement speed: +23% Sharp, short and deadly. |
![]() truestriking dwarven-steel dagger (20-27 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Sharp, short and deadly. |
![]() warbringer's dwarven-steel dagger (18-23 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +17% Sharp, short and deadly. |
![]() warbringer's dwarven-steel dagger of evisceration (17-22 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 40% Wil, 50% Dex, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 566 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% Physical power: +14 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +20% Sharp, short and deadly. |
![]() Requires: - Magic 23 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 190% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +25% nature Spellpower: +15 (+2 eff.) Healing mod.: +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
![]() 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 stats: 180% Mag, 40% Wil 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: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 6 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. |
![]() Yvebeth the dwarven-steel greatmaul (42-62 power, 2 apr) Requires: - Magic 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (radius 2) on crit: +19 lightning / +19 cold Damage against: +14% Unnatural When wielded/worn: Changes resistances: +6% acid Changes resistances penetration: +12% lightning / +16% cold Spell save: +6 (+0 eff.) Movement speed: +36% Massive two-handed mauls. |
![]() dwarven-steel greatmaul of rage (44-65 power, 2 apr) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.5 - 65.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +2 Str Changes damage: +10% physical Massive two-handed mauls. |
![]() Beteribeth the Jetbone (36-58 power, 2 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 light Damage (radius 1) on hit: +20 lightning / +8 darkness Damage (radius 2) on crit: +16 darkness Damage against: +23% Undead When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +20% darkness / +15% lightning Massive two-handed swords. |
![]() Requires: - Willpower 20 - Magic 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 stats: 170% Mag, 40% Wil 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. |
![]() Hettekath the Shimmerrip (33-53 power, 2 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 185 damage Damage (Melee): +16 arcane Damage (radius 1) on hit: +12 lightning When wielded/worn: Accuracy: +30 (+4 eff.) Changes damage: +6% physical Massive two-handed swords. |
![]() acidic steel greatsword of phasing (20-33 power, 15 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 20.5 - 32.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 308 damage over 5 turns and reducing armor and accuracy by 39 Damage Shield penetration (this weapon only): +17% Massive two-handed swords. |
![]() balanced dwarven-steel greatsword of enduring (32-52 power, 2 apr) Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 32.5 - 52.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +12 (+1 eff.) Changes stats: +12 Con / +14 Wil Disarm immunity: +32% Maximum life: +38.00 Massive two-handed swords. |
![]() balanced dwarven-steel greatsword of erosion (34-55 power, 2 apr) Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +10 (+1 eff.) Disarm immunity: +28% Massive two-handed swords. |
![]() balanced dwarven-steel greatsword of massacre (44-70 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 44.0 - 70.4 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +7 (+1 eff.) Disarm immunity: +34% Massive two-handed swords. |
![]() balanced dwarven-steel greatsword of persecution (35-56 power, 2 apr) Requires: - Magic 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage against: +16% Unnatural When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +9 (+1 eff.) Changes stats: +5 Wil Disarm immunity: +39% Massive two-handed swords. |
![]() balanced stralite greatsword of enduring (48-76 power, 3 apr) Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+2 eff.) Defense: +9 (+1 eff.) Changes stats: +7 Con / +16 Wil Disarm immunity: +38% Maximum life: +66.00 Massive two-handed swords. |
![]() chilling iron greatsword of paradox (18-29 power, 1 apr) Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +10 cold / +10 temporal When wielded/worn: Changes resistances: +9% temporal Massive two-handed swords. |
![]() dwarven-steel greatsword of amnesia (36-58 power, 2 apr) Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) Massive two-handed swords. |
![]() dwarven-steel greatsword of erosion (35-56 power, 2 apr) Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 nature Massive two-handed swords. |
![]() dwarven-steel greatsword of projection (35-56 power, 2 apr) Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
![]() dwarven-steel greatsword of rage (34-54 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Changes stats: +5 Str Changes damage: +10% physical Massive two-handed swords. |
![]() flaming dwarven-steel greatsword (35-56 power, 2 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +10 fire Massive two-handed swords. |
![]() hateful dwarven-steel greatsword (34-55 power, 2 apr) Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +10% Living Massive two-handed swords. |
![]() hateful dwarven-steel greatsword of rage (36-57 power, 2 apr) Requires: - Magic 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +13 darkness Damage against: +12% Living When wielded/worn: Accuracy: +10 (+1 eff.) Changes stats: +5 Str Changes damage: +13% physical Massive two-handed swords. |
![]() hateful stralite greatsword (48-78 power, 3 apr) Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 darkness Damage against: +10% Living Massive two-handed swords. |
![]() manaburning dwarven-steel greatsword of erosion (38-61 power, 2 apr) Requires: - Magic 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn Damage (Melee): +14 nature Massive two-handed swords. |
![]() plaguebringer's dwarven-steel greatsword of amnesia (38-61 power, 2 apr) Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 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 48 * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) Damage (Melee): +14 blight When wielded/worn: Disease immunity: +17% Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword (36-58 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Changes resistances penetration: +9% physical Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword (36-58 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +14% physical Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword (36-58 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of amnesia (37-59 power, 2 apr) Requires: - Magic 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Changes resistances penetration: +10% physical Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of crippling (34-55 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Changes resistances penetration: +12% physical Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of crippling (38-62 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Changes resistances penetration: +7% physical Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of erosion (36-58 power, 2 apr) Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 nature When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +12 Changes resistances penetration: +12% physical Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of evisceration (36-58 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 566 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +10 Physical crit. chance: +12.0% Physical power: +12 (+1 eff.) Changes resistances penetration: +10% physical Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of massacre (46-73 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 45.5 - 72.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +12 Changes resistances penetration: +12% physical Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of shearing (40-63 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.5 - 63.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +27 (+3 eff.) Armour penetration: +19 Changes resistances penetration: +12% physical / +7% all Massive two-handed swords. |
![]() truestriking steel greatsword of shearing (22-34 power, 2 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +17 Changes resistances penetration: +10% all / +10% physical Massive two-handed swords. |
![]() warbringer's dwarven-steel greatsword (36-57 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +5 Con Changes resistances penetration: +10% physical Disarm immunity: +27% Massive two-handed swords. |
![]() warbringer's dwarven-steel greatsword of rage (38-60 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +9 (+1 eff.) Changes stats: +5 Str / +3 Con Changes resistances penetration: +10% physical Changes damage: +12% physical Disarm immunity: +20% Massive two-handed swords. |
![]() warbringer's dwarven-steel greatsword of shearing (34-54 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Physical power: +7 (+1 eff.) Changes stats: +5 Con Changes resistances penetration: +10% all / +9% physical Disarm immunity: +31% Massive two-handed swords. |
![]() warbringer's iron greatsword of massacre (26-42 power, 1 apr) Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +9% physical Disarm immunity: +15% Massive two-handed swords. |
![]() warbringer's steel greatsword (24-38 power, 2 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +9% physical Disarm immunity: +15% Massive two-handed swords. |
![]() warbringer's steel greatsword of massacre (33-53 power, 2 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 33.0 - 52.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +9% physical Disarm immunity: +14% Massive two-handed swords. |
![]() Duroderak the Blindreek Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (radius 1) on hit: +12 darkness Damage (radius 2) on crit: +23 lightning / +21 cold / +20 fire When wielded/worn: Effects on ranged hit: * 20% chance to reduce damage dealt by 50% Damage when hit (Melee): 8 mind Changes resistances penetration: +14% lightning / +12% cold Changes damage: +15% mind Movement speed: +40% Longbows are used to shoot arrows at your foes. |
![]() Surefire Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() Ulokalthohir Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +5 Con Changes resistances: +15% lightning / +12% mind Talent mastery: +0.15 Wild-gift / Fungus Physical save: +12 (+1 eff.) Life regen: +4.00 Only die when reaching: -60.00 life It can be used to regenerate 122 life over 5 turns Activation puts all charms on cooldown for 12 turns. Longbows are used to shoot arrows at your foes. |
![]() dragonbone longbow of piercing Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +12 Changes resistances penetration: +12% all Longbows are used to shoot arrows at your foes. |
![]() elven-wood longbow of piercing Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +18 (+2 eff.) Armour penetration: +12 Changes resistances penetration: +9% all Longbows are used to shoot arrows at your foes. |
![]() enhanced yew longbow Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +8 Str / +8 Dex / +5 Mag / +5 Wil / +9 Cun / +8 Con Longbows are used to shoot arrows at your foes. |
![]() mighty ash longbow of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +8 acid When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +3 Str Changes damage: +15% acid Longbows are used to shoot arrows at your foes. |
![]() mighty yew longbow Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +5 Str Longbows are used to shoot arrows at your foes. |
![]() yew longbow of true flight Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +9.0% Longbows are used to shoot arrows at your foes. |
![]() Emyrita the Pyrebreacher (24-34 power, 4 apr) Requires: - Magic 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 16 arcane resource burn Damage (radius 1) on hit: +12 mind When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +2 Dex / +6 Wil Changes damage: +6% mind Maximum hate: +4.00 Sharp, long, and deadly. |
![]() Frosttickler (22-31 power, 4 apr) Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 mind Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +12 lightning / +22 cold When wielded/worn: Changes stats: +4 Cun Changes resistances: +9% cold Changes resistances penetration: +14% lightning / +13% cold Mental save: +6 (+0 eff.) Equilibrium when hit: +0.20 Movement speed: +23% Sharp, long, and deadly. |
![]() Punae's Blade (46-64 power, 4 apr) Requires: - Magic 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+4 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() Sunrune (23-32 power, 4 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 58% * 25% chance for lightning to strike from the target to a second target dealing 185 damage Damage (Melee): +12 light Damage (radius 1) on hit: +16 light / +20 acid When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +10% light Light radius: +3 Sharp, long, and deadly. |
![]() balanced steel longsword (18-24 power, 3 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.5 - 24.5 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +23% Sharp, long, and deadly. |
![]() dwarven-steel longsword (26-36 power, 4 apr) Requires: - Magic 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
![]() plaguebringer's dwarven-steel longsword (24-33 power, 4 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stats: 150% Mag, 40% Wil 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: * 11% chance to reduce strength, dexterity, and constitution by 48 Damage (Melee): +7 blight When wielded/worn: Disease immunity: +22% Sharp, long, and deadly. |
![]() thought-forged dwarven-steel longsword of erosion (24-33 power, 4 apr) Requires: - Magic 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 16% chance to reduce all saves and defense by 63 Damage (Melee): +9 mind / +9 nature When wielded/worn: Changes stats: +3 Cun / +2 Wil Sharp, long, and deadly. |
![]() warbringer's dwarven-steel longsword (21-29 power, 4 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.0 - 29.4 Uses stats: 150% Mag, 40% Wil 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 wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +15% Sharp, long, and deadly. |
![]() Aerassra (22-31 power, 3 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 22.5 - 31.5 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 63 Damage when hit (Melee): 2 blight Changes resistances: +6% temporal Changes resistances penetration: +20% temporal Changes damage: +18% mind Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. |
![]() Requires: - Magic 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
![]() plaguebringer's dwarven-steel mace of corruption (28-39 power, 4 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 3). When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 48 Damage (Melee): +13 blight When wielded/worn: Disease immunity: +13% Blunt and deadly. |
![]() plaguebringer's dwarven-steel mace of crippling (30-42 power, 4 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 30.0 - 42.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 48 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +6 blight When wielded/worn: Physical crit. chance: +8.0% Disease immunity: +10% Blunt and deadly. |
![]() Jetwilter (8-8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 darkness When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 50% Changes resistances: +4% mind / +21% cold Changes resistances penetration: +5% mind / +25% cold Changes damage: +7% mind Talent granted: +1 Attune Mindstar Psi when hit: +1.20 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Damage Resonance (when hit): +14% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Suntrencher (6-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +20 light When wielded/worn: Changes resistances: +4% blight Changes resistances penetration: +15% light Changes damage: +3% nature Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Spell save: +12 (+0 eff.) Disease immunity: +16% Maximum mana: +40.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Tundramortal the thorny mindstar (10-10 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 50% * 20% chance to reduce strength, dexterity, and constitution by 48 Damage (Melee): +8 darkness Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +20 cold When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +1.00 Maximum life: +19.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() caller's thorny mindstar (8-8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +5% acid / +2% fire / +4% cold / +2% physical Changes damage: +6% acid / +5% fire / +9% cold / +8% physical Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +23 Max wilder summons: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() epiphanous thorny mindstar of storms (8-8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 13 lightning Changes stats: +2 Str / +3 Dex / +4 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +5% lightning Changes resistances penetration: +6% lightning Changes damage: +4% lightning / +7% mind Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted pulsing mindstar of flames (14-15 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 10 fire Changes resistances: +8% fire Changes resistances penetration: +8% fire Changes damage: +11% fire Talent granted: +1 Attune Mindstar Mindpower: +14 (+2 eff.) Mental crit. chance: +4% Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted thorny mindstar of balance (10-11 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +6 (+0 eff.) Equilibrium when hit: +0.70 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() harmonious thorny mindstar (8-9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% nature Changes resistances penetration: +4% nature Changes damage: +3% nature Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying vined mindstar of balance (4-5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 5 mind / 5 darkness Changes damage: +4% mind / +3% darkness Talent granted: +1 Attune Mindstar Physical save: +2 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's thorny mindstar (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% blight Changes damage: +4% nature Talent granted: +1 Attune Mindstar Disease immunity: +13% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() projecting thorny mindstar of sand (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 10 physical Changes resistances: +5% physical Changes resistances penetration: +5% physical Changes damage: +8% lightning / +9% physical / +6% cold / +10% fire Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() thorny mindstar of frost (9-10 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Damage (Melee): 7 cold Changes resistances: +10% cold Changes resistances penetration: +13% cold Changes damage: +5% cold Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() thorny mindstar of life (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +21.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() vined mindstar of venom (5-6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 5 acid Changes resistances: +4% acid Changes resistances penetration: +10% acid Changes damage: +6% acid Talent granted: +1 Attune Mindstar Life regen: +1.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Frostwilter the hardened leather sling Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +20 acid Damage (radius 2) on crit: +16 acid When wielded/worn: Effects on ranged hit: * 6 arcane resource burn Damage when hit (Melee): 6 cold Changes stats: +2 Cun / +2 Wil Changes resistances: +15% cold / +6% fire Changes resistances penetration: +10% acid Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +9 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() cured leather sling of piercing Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Changes resistances penetration: +8% all Slings are used to hurl stones or metal shots at your foes. |
![]() halfling hardened leather sling Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes damage: +13% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
![]() hardened leather sling of piercing Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Changes resistances penetration: +8% all Slings are used to hurl stones or metal shots at your foes. |
![]() mighty hardened leather sling of enduring Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +1 Str / +7 Wil / +8 Con Maximum life: +10.00 Slings are used to hurl stones or metal shots at your foes. |
![]() runic hardened leather sling of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +7 fire When wielded/worn: Changes stats: +3 Mag Changes damage: +7% arcane / +11% fire Spellpower: +6 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() Boltwither (15-18 power, 3 apr, acid element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes damage: +36% acid / +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() Elenirek the Strikebloom (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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 resistances: +6% lightning Changes resistances penetration: +30% lightning / +10% fire / +5% darkness Changes damage: +20% darkness / +18% fire Talent granted: +1 Command Staff Mana each turn: +0.11 Maximum mana: +44.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Olulalin (20-24 power, 4 apr, cold element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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: Physical power: +10 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 95% Changes stats: +6 Con Changes resistances: +6% darkness Changes resistances penetration: +20% physical Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +13.00% Spell save: +6 (+0 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+1 eff.) Spellpower: +15 (+2 eff.) Spell crit. chance: +10% It can be used to cure up to 8 diseases or poisons (based on Magic) Activation costs 6 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. |
![]() Veluma the yew starstaff (20-24 power, 4 apr, light element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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 resistances: +6% mind / +12% cold Changes damage: +20% light Talent granted: +1 Command Staff Critical mult.: +16.00% Physical save: +3 (+0 eff.) Poison immunity: +20% Teleport immunity: +10% Spellpower: +9 (+1 eff.) Spell crit. chance: +12% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
![]() blighted yew vilestaff of invocation (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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: +20% blight Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +17.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +9% It can be used to conjure elemental energy in a radius 6 cone, dealing 238.71 to 286.45 blight damage Activation puts all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() infernal yew starstaff of invocation (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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: Damage (Melee): 18 fire Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+3 eff.) Spell crit. chance: +3% See invisible: +8 It can be used to conjure elemental energy in a radius 6 cone, dealing 238.71 to 286.45 physical damage Activation puts all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding yew vilestaff (20-24 power, 4 apr, blight element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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 stats: +5 Con Changes damage: +20% blight Talent granted: +1 Command Staff Life regen: +0.50 Spellpower: +14 (+2 eff.) Spell crit. chance: +3% Healing mod.: +19% Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's ash starstaff (15-18 power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 15 arcane Changes damage: +15% physical Talent granted: +1 Command Staff Maximum mana: +20.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering elm magestaff of might (10-12 power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +38.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering elven-wood starstaff of illumination (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +5 (+1 eff.) Changes damage: +25% physical Talent granted: +1 Command Staff Mana each turn: +0.14 Maximum mana: +46.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.5 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 374.72 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering yew magestaff of power (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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: +20% lightning Talent granted: +1 Command Staff Mana each turn: +0.16 Maximum mana: +44.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering yew vilestaff of wizardry (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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 stats: +3 Mag / +1 Wil Changes damage: +20% darkness Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +109.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() surging yew magestaff of wizardry (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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 stats: +2 Mag / +3 Wil Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +40.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's ash magestaff (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +7% darkness / +6% temporal Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Defense after a teleport: +6 Resist all after a teleport: +7% New effects duration reduction after a teleport: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() yew magestaff of wizardry (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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 stats: +2 Mag / +3 Wil Changes damage: +20% fire Talent granted: +1 Command Staff Maximum mana: +29.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() yew starstaff 'Duskwire' (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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 stats: +4 Str Changes resistances penetration: +15% darkness Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +13.00% Stamina each turn: +3.00 Only die when reaching: -80.00 life Spellpower: +9 (+1 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
![]() yew starstaff of channeling (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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: +20% physical Talent granted: +1 Command Staff Mana each turn: +0.10 Spellpower: +19 (+3 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 18 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() yew vilestaff of illumination (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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: Defense: +5 (+1 eff.) Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 3.5 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 436.55 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() yew vilestaff of protection (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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 resistances: +10% blight Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() arcing deep-steel trident of daylight (27-43 power, 10 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.0 - 43.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 185 damage Damage (Melee): +7 light Damage against: +13% Undead A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Blood-Letter (33-46 power, 4.5 apr) Requires: - Magic 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() Glowwedge (20-28 power, 4 apr) Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stats: 150% Mag, 40% Wil 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: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) Damage (Melee): +20 mind When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% temporal / +12% fire Changes damage: +15% light One-handed war axes. |
![]() acidic dwarven-steel waraxe of erosion (20-27 power, 4 apr) Requires: - Magic 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stats: 150% Mag, 40% Wil 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 crit: * Splash the target with acid dealing 308 damage over 5 turns and reducing armor and accuracy by 39 Damage (Melee): +10 nature One-handed war axes. |
![]() balanced steel waraxe of erosion (14-20 power, 3 apr) Requires: - Magic 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+1 eff.) Disarm immunity: +20% One-handed war axes. |
![]() dwarven-steel waraxe (20-29 power, 4 apr) Requires: - Magic 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
![]() dwarven-steel waraxe of daylight (19-27 power, 4 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 light Damage against: +14% Undead One-handed war axes. |
![]() elemental dwarven-steel waraxe of erosion (22-30 power, 4 apr) Requires: - Magic 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stats: 150% Mag, 40% Wil 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: * Create an explosion dealing 185 acid damage (1/turn) Damage (Melee): +11 nature When wielded/worn: Changes resistances penetration: +18% acid Changes damage: +17% acid One-handed war axes. |
![]() steel waraxe of massacre (18-24 power, 3 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 17.5 - 24.5 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
![]() truestriking steel waraxe of erosion (14-20 power, 3 apr) Requires: - Magic 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +10 nature When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +6 Changes resistances penetration: +7% physical One-handed war axes. |
![]() Freezesweep Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% lightning / +15% temporal / +3% cold Changes resistances penetration: +10% cold Knockback immunity: +20% Only die when reaching: -80.00 life Maximum life: +80.00 A belt that goes around your waist. |
![]() Unlightidol Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +2 Damage when hit (Melee): 8 light Changes resistances: +8% fire / +8% cold Changes resistances penetration: +15% darkness Stamina each turn: +2.00 Only die when reaching: -80.00 life A belt that goes around your waist. |
![]() hardened leather belt 'Dawnserpent' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% acid / +20% light Changes resistances penetration: +20% light Changes damage: +12% lightning Maximum life: +42.00 A belt that goes around your waist. |
![]() hardened leather belt 'Shadoworder' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 48 * 20% chance to reduce all saves and defense by 63 Changes stats: +3 Wil Changes resistances: +12% darkness Changes damage: +18% mind Mental save: +9 (+0 eff.) Maximum life: +65.00 A belt that goes around your waist. |
![]() Halegar the cashmere cloak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +2 Con Changes damage: +6% mind Reduces incoming crit damage: 15.00% Maximum life: +42.00 Mindpower: +20 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak 'Belebar' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Cun Changes resistances: +15% blight / +15% nature / +18% light Life regen: +4.00 Maximum psi: +20.00 Mental crit. chance: +3% Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+1 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 250.78 to 313.48 physical damage (based on Willpower and Cunning) with knockback Activation costs 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+1 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() cashmere robe 'Ulugund' (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +4 Cun / +2 Str Changes resistances: +6% mind / +11% all Changes damage: +6% arcane / +12% all Spellpower: +12 (+2 eff.) Infravision radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cashmere robe of nature (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +15% nature / +11% all Changes damage: +10% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cashmere robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +8% all Spellpower: +11 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's cashmere robe of the mind (+26%) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +12% darkness / +26% mind / +11% all Changes damage: +15% mind Physical save: +12 (+1 eff.) Spell save: +12 (+0 eff.) Mental save: +25 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing cashmere robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +11% all Mana each turn: +0.15 Psi each turn: +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven cashmere robe of nature (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +15% nature / +11% all Changes damage: +10% nature Mental save: +17 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven cashmere robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +8% all Spell save: +21 (+1 eff.) Spellpower: +18 (+3 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() timebroken cashmere robe of life (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes resistances: +5% blight / +11% all Changes damage: +5% arcane / +11% temporal Life regen: +2.30 Maximum life: +56.00 Maximum mana: +13.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +3% Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() timebroken silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes resistances: +13% all Changes damage: +5% arcane / +9% temporal Maximum mana: +10.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant cashmere robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% all Changes damage: +11% nature Poison immunity: +25% Disease immunity: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant cashmere robe of lightning (+22%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% lightning / +11% all Changes damage: +10% nature / +15% lightning Poison immunity: +32% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe 'Lightningflash' (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +15% temporal / +12% mind / +9% all Changes damage: +9% lightning / +15% temporal / +12% mind Mindpower: +5 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Anyharafast the Infernotrail (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +4 Fatigue: +3% Damage when hit (Melee): 2 fire Changes stats: +3 Str Changes resistances: +4% physical Silence immunity: +25% Confusion immunity: +29% Stun/Freeze immunity: +34% Stamina each turn: +3.00 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Ulathad (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Damage when hit (Melee): 4 mind Changes stats: +2 Wil Changes resistances: +9% acid / +15% fire Maximum encumbrance: +26 Physical save: +10 (+1 eff.) Spell save: +9 (+0 eff.) Mindpower: +5 (+1 eff.) A pair of boots made of leather. |
![]() wanderer's pair of dwarven-steel boots (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: +2 Cun / +2 Con Physical save: +11 (+1 eff.) Mental save: +12 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Storm Bringer's Gauntlets (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() brawler's dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+1 eff.) When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +3 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() cinder hardened leather gloves of butchering (0 def, 2 armour) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +6 Physical power: +7 (+1 eff.) Armour: +2 Damage (Melee): 7 fire Changes resistances: +6% blight / +6% fire Changes damage: +5% fire Spell save: +15 (+1 eff.) When used to modify unarmed attacks: Base power: 15.5 - 17.1 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Fire Breath (10% chance level 3). On weapon hit: * 13% chance to slow global speed by 95% * 17% chance to reduce armor by 58% Damage (radius 2) on crit: +8 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() drakeskin leather gloves of strength (+3) (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +3 Changes stats: +3 Str When used to modify unarmed attacks: Base power: 29.0 - 31.9 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() dwarven-steel gauntlets 'Nimbustreason' (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 11 temporal Damage (Ranged): 12 temporal Changes stats: +4 Dex / +6 Wil Changes resistances: +10% temporal Changes resistances penetration: +20% lightning Changes damage: +7% temporal Stamina each turn: +3.00 Maximum stamina: +20.00 When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 9% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Cun Changes resistances: +9% darkness Infravision radius: +2 When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +9 darkness It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 58 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Cun Changes resistances: +8% darkness Infravision radius: +2 When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +5 darkness It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 58 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() dwarven-steel gauntlets of the starseeker (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +2 Cun / +3 Mag Changes resistances: +7% light / +6% darkness Infravision radius: +1 When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +17 light / +16 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 2.5 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 324.23 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() dwarven-steel gauntlets of war-making (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Fatigue: +3% Critical mult.: +8.00% Spell crit. chance: +8% Mental crit. chance: +8% When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() hardened leather gloves of archery (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Armour: +2 Changes stats: +2 Cun / +4 Dex When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +8 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() hardened leather gloves of archery (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +6 Armour: +2 Changes stats: +3 Cun / +4 Dex When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +8 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Physical power: +6 (+1 eff.) Armour: +2 Changes resistances: +10% blight Spell save: +8 (+0 eff.) When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 125% On weapon hit: * 18% chance to slow global speed by 95% * 13% chance to reduce armor by 58% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() hardened leather gloves of dexterity (+3) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +2 Changes stats: +3 Dex When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() hardened leather gloves of dexterity (+4) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +2 Changes stats: +4 Dex When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() hardened leather gloves of the nighthunter (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Changes stats: +4 Cun Changes resistances: +7% darkness Infravision radius: +2 When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 125% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +15 darkness It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 58 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() restful dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Life regen: +3.00 Stamina each turn: +1.00 Maximum stamina: +21.00 When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() restful dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Dex Life regen: +4.00 Stamina each turn: +0.60 Maximum stamina: +18.00 When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() restful hardened leather gloves of strength (+3) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +2 Changes stats: +3 Str Life regen: +4.00 Stamina each turn: +1.00 Maximum stamina: +11.00 When used to modify unarmed attacks: Base power: 22.0 - 24.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() sand dwarven-steel gauntlets (0 def, 9 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Fatigue: +3% Damage (Melee): 8 physical Changes damage: +6% physical When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +7 physical Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects when hit in melee: * 20 arcane resource burn Spell save: +10 (+0 eff.) When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 17 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring hardened leather gloves (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 15 arcane resource burn Spell save: +11 (+0 eff.) When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% On weapon hit: * 20 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +2 Effects when hit in melee: * 17 arcane resource burn Changes stats: +3 Dex Spell save: +11 (+0 eff.) When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 125% On weapon hit: * 23 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Fatigue: +1% Effects when hit in melee: * 16 arcane resource burn Changes stats: +3 Str Spell save: +9 (+0 eff.) When used to modify unarmed attacks: Base power: 15.5 - 21.7 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring rough leather gloves (0 def, 1 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects when hit in melee: * 18 arcane resource burn Spell save: +9 (+0 eff.) When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% On weapon hit: * 16 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() spellstreaming hardened leather gloves of the nighthunter (0 def, 2 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +2 Changes stats: +3 Cun Changes resistances: +8% darkness Mana each turn: +0.16 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Infravision radius: +2 When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Elemental Bolt (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +6 arcane / +8 darkness It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 58 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() steady hardened leather gloves of magic (+3) (0 def, 2 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Changes stats: +3 Mag Changes damage: +3% arcane Physical save: +8 (+1 eff.) Mental save: +6 (+0 eff.) Disarm immunity: +23% When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). Damage (Melee): +6 arcane Damage (radius 2) on crit: +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() stone warden's hardened leather gloves of spellstriking (0 def, 12 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +7% Damage (Melee): 6 arcane Changes stats: +5 Mag / +3 Wil / +8 Con Changes resistances: +4% arcane / +7% physical Changes damage: +5% arcane Spellpower: +7 (+1 eff.) When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +4 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() storm hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 lightning Changes resistances: +6% lightning Changes damage: +3% lightning When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +8 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() temporal dwarven-steel gauntlets of spellstriking (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 4 arcane / 9 temporal Damage (Ranged): 9 temporal Changes stats: +3 Mag / +5 Wil Changes resistances: +3% arcane / +8% temporal Changes damage: +6% arcane / +3% temporal Spellpower: +6 (+1 eff.) When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() temporal hardened leather gloves (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 temporal Damage (Ranged): 10 temporal Changes resistances: +7% temporal Changes damage: +6% temporal When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% On weapon hit: * 9% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Eremekhad the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 63 Changes stats: +7 Str Changes resistances penetration: +25% acid Changes damage: +24% mind It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2717.2 Physical damage. If the attack hits, the target is confused (50% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() Floerupture the dwarven-steel helm (5 def, 9 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +9 Defense: +5 (+1 eff.) Fatigue: +4% Changes stats: +2 Str / +4 Dex / +6 Con Changes resistances: +4% all Changes damage: +9% cold Physical save: +8 (+1 eff.) Stamina each turn: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Helm of the Dominated (0 def, 9 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+1 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() Purequeller the cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 95% Changes stats: +1 Str Changes resistances: +8% lightning / +11% temporal Changes resistances penetration: +10% nature / +5% acid Changes damage: +12% nature See invisible: +12 A pointy cloth hat, very wizardly... |
![]() Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+0 eff.) Mental save: +12 (+0 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Strikebreacher the cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 10 physical Changes resistances: +15% lightning / +3% physical / +19% nature Changes resistances penetration: +25% physical Changes damage: +13% nature Maximum stamina: +20.00 A pointy cloth hat, very wizardly... |
![]() The Face of Fear (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+2 eff.) It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 3.5 Power cost: 11 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 83.93 mind and 90.47 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 56. Terrified: Deals 21.56 mind and 23.24 darkness damage per turn and increases cooldowns by 83%. Haunted: Causes the target to suffer 32.48 mind and 35.01 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() aegis linen wizard hat of knowledge (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Cun / +4 Wil Life regen: +2.00 Mindpower: +4 (+1 eff.) Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
![]() bladed dwarven-steel helm of strength (+7) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2717.2 Physical damage. If the attack hits, the target is confused (50% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() cashmere wizard hat of madness (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Cun / +3 Wil Mental save: +10 (+0 eff.) Mental crit. chance: +5% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.5 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 825 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() cashmere wizard hat of nature (+18%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +18% nature Changes damage: +12% nature A pointy cloth hat, very wizardly... |
![]() cleansing iron helm of constitution (+3) (0 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% nature / +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dwarven-steel helm 'Adilaith' (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +5 Con Reduces incoming crit damage: 15.00% Infravision radius: +3 See invisible: +18 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dwarven-steel helm 'Ravenripper' (6 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +30 (+3 eff.) Armour: +10 Defense: +6 (+1 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 50% Changes stats: +2 Con Changes resistances: +4% all Changes damage: +15% darkness Physical save: +23 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dwarven-steel helm of fortune (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: +4.0% Armour: +4 Fatigue: +4% Changes stats: +5 Lck Spell crit. chance: +4% Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dwarven-steel helm of the depths (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +6% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dwarven-steel helm of trickery (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() grounding linen wizard hat of fire (+6%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% lightning / +6% temporal / +15% fire Changes damage: +10% fire A pointy cloth hat, very wizardly... |
![]() hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A cap made of leather. |
![]() hardened leather cap of absorption (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina when hit: +1.40 Equilibrium when hit: +0.90 A cap made of leather. |
![]() insulating hardened leather cap of the depths (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% fire / +8% cold Allows you to breathe in: water A cap made of leather. |
![]() miner's dwarven-steel helm (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() miner's rough leather cap of dexterity (+2) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Dex Infravision radius: +1 A cap made of leather. |
![]() miner's rough leather cap of the depths (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes resistances: +8% cold Allows you to breathe in: water Infravision radius: +2 A cap made of leather. |
![]() prismatic dwarven-steel helm of absorption (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +10% light / +12% darkness Stamina when hit: +0.80 Equilibrium when hit: +1.30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() stabilizing cashmere wizard hat of balance (2 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Wil Physical save: +7 (+1 eff.) Equilibrium when hit: +0.90 Psi when hit: +1.10 Hate when hit: +0.70 A pointy cloth hat, very wizardly... |
![]() thaloren dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Wil Changes resistances: +8% blight Mental save: +5 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() thaloren dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Wil Changes resistances: +8% blight Mental save: +9 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Belyleldakira (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +24% acid / +23% fire / +17% nature / +26% blight Changes resistances penetration: +5% physical Changes damage: +6% physical Reduced damage from: +9% Unnatural A suit of armour made of mail. |
![]() Charbreeze (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +20% acid / +12% lightning Changes damage: +9% lightning / +27% fire A suit of armour made of mail. |
![]() Frigidrip (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to slow global speed by 95% Changes stats: +4 Mag / +2 Wil Changes resistances: +7% mind / +15% blight Changes damage: +9% cold Mental save: +16 (+0 eff.) A suit of armour made of mail. |
![]() Silyvena the voratun mail armour (13 def, 17 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +13 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun Changes resistances: +3% acid / +12% fire / +3% blight / +62% cold Reduces incoming crit damage: 10.00% Mental save: +18 (+0 eff.) A suit of armour made of mail. |
![]() dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +4.00 Maximum life: +28.00 Healing mod.: +13% A suit of armour made of mail. |
![]() dwarven-steel mail armour of acid resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +15% acid A suit of armour made of mail. |
![]() dwarven-steel mail armour of implacability (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +5% Physical save: +5 (+1 eff.) A suit of armour made of mail. |
![]() dwarven-steel mail armour of implacability (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +7% Physical save: +9 (+1 eff.) A suit of armour made of mail. |
![]() dwarven-steel mail armour of implacability (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +6% Physical save: +7 (+1 eff.) A suit of armour made of mail. |
![]() dwarven-steel mail armour of stability (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +6% physical Physical save: +15 (+1 eff.) A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Mental save: +10 (+0 eff.) A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Mental save: +13 (+0 eff.) A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +4 Wil Mental save: +11 (+0 eff.) A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +6 Cun / +5 Wil Mental save: +12 (+0 eff.) A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Mental save: +13 (+0 eff.) A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Mental save: +12 (+0 eff.) Life regen: +2.00 Maximum life: +29.00 Healing mod.: +10% A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +3 Wil Changes resistances: +15% cold Mental save: +13 (+0 eff.) A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of lightning resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Changes resistances: +18% lightning Mental save: +13 (+0 eff.) A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of the deep (3 def, 11 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Changes resistances: +7% acid / +6% cold Allows you to breathe in: water Mental save: +12 (+0 eff.) A suit of armour made of mail. |
![]() enlightening iron mail armour of resilience (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +4 Cun / +4 Wil Mental save: +12 (+0 eff.) Maximum life: +21.00 A suit of armour made of mail. |
![]() enlightening steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Mental save: +12 (+0 eff.) A suit of armour made of mail. |
![]() enlightening voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +4 Wil Mental save: +10 (+0 eff.) A suit of armour made of mail. |
![]() impenetrable dwarven-steel mail armour (3 def, 16 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() impenetrable dwarven-steel mail armour of fire resistance (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +15% fire A suit of armour made of mail. |
![]() prismatic dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +13% light / +12% darkness A suit of armour made of mail. |
![]() prismatic dwarven-steel mail armour of acid resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +16% acid / +10% light / +11% darkness A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +17% blight / +16% darkness Light radius: +2 A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +13% blight / +14% darkness Light radius: +2 A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +13% blight / +13% darkness Light radius: +1 A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +14% blight / +16% darkness Light radius: +1 A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +10% blight / +12% darkness / +6% mind Mental save: +14 (+0 eff.) Light radius: +1 A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour of command (10 def, 12 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +10 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +4 Wil Changes resistances: +16% blight / +12% darkness Mental save: +13 (+0 eff.) Light radius: +2 A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour of command (11 def, 13 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +11 (+1 eff.) Fatigue: +12% Changes stats: +1 Cun / +3 Wil Changes resistances: +20% blight / +16% darkness Mental save: +13 (+0 eff.) Light radius: +1 A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour of implacability (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +2 Wil Changes resistances: +11% blight / +12% darkness Physical save: +7 (+1 eff.) Light radius: +1 A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour of implacability (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +19% blight / +16% darkness Physical save: +10 (+1 eff.) Light radius: +1 A suit of armour made of mail. |
![]() radiant steel mail armour of Eyal (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +14% blight / +12% darkness Life regen: +3.00 Maximum life: +23.00 Light radius: +1 Healing mod.: +11% A suit of armour made of mail. |
![]() rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +7.40 Stamina each turn: +0.90 Maximum life: +40.00 Healing mod.: +13% A suit of armour made of mail. |
![]() rejuvenating dwarven-steel mail armour of lightning resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +15% lightning Life regen: +2.90 Stamina each turn: +1.30 A suit of armour made of mail. |
![]() voratun mail armour of Eyal (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Life regen: +3.00 Maximum life: +42.00 Healing mod.: +13% A suit of armour made of mail. |
![]() Anuromigorn the Flarehunger (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +7 Dex / +2 Con Changes resistances: +19% acid Changes resistances penetration: +25% fire Changes damage: +6% cold A suit of armour made of leather. |
![]() Hailwreck (13 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +13 (+1 eff.) Fatigue: +8% Changes stats: +7 Dex Changes resistances penetration: +25% mind Changes damage: +6% mind / +18% cold Maximum hate: +4.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Movement speed: +20% A suit of armour made of leather. |
![]() 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 (+1 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. |
![]() duelist's cured leather armour of Eyal (9 def, 8 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +9 (+1 eff.) Fatigue: +7% Changes stats: +4 Cun / +4 Dex Life regen: +3.00 Maximum life: +20.00 Healing mod.: +11% A suit of armour made of leather. |
![]() duelist's hardened leather armour of Toknor (14 def, 10 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +10 Defense: +14 (+2 eff.) Fatigue: +8% Changes stats: +4 Cun / +3 Dex Critical mult.: +13.00% A suit of armour made of leather. |
![]() enlightening hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Changes stats: +5 Cun / +5 Wil Mental save: +12 (+0 eff.) A suit of armour made of leather. |
![]() enlightening hardened leather armour of Toknor (9 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Changes stats: +6 Cun / +5 Wil Critical mult.: +12.00% Mental save: +13 (+0 eff.) A suit of armour made of leather. |
![]() enlightening reinforced leather armour of cold resistance (12 def, 7 armour) Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+1 eff.) Fatigue: +8% Changes stats: +7 Cun / +3 Wil Changes resistances: +20% cold Mental save: +13 (+0 eff.) A suit of armour made of leather. |
![]() hardened leather armour of the deep (9 def, 9 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+1 eff.) Fatigue: +8% Changes resistances: +6% acid / +5% cold Allows you to breathe in: water A suit of armour made of leather. |
![]() hardened leather armour of the deep (9 def, 9 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+1 eff.) Fatigue: +8% Changes resistances: +11% acid / +7% cold Allows you to breathe in: water A suit of armour made of leather. |
![]() marauder's hardened leather armour of Toknor (14 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +6 Defense: +14 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +3 Dex Critical mult.: +13.00% Physical save: +9 (+1 eff.) A suit of armour made of leather. |
![]() nimble hardened leather armour (17 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +17 (+2 eff.) Fatigue: +8% Changes stats: +5 Dex Movement speed: +20% A suit of armour made of leather. |
![]() prismatic hardened leather armour of Toknor (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Changes resistances: +12% light / +12% darkness Critical mult.: +13.00% A suit of armour made of leather. |
![]() reinforced leather armour of Eyal (12 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+1 eff.) Fatigue: +8% Life regen: +4.00 Maximum life: +28.00 Healing mod.: +13% A suit of armour made of leather. |
![]() reinforced leather armour of the deep (12 def, 10 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +12 (+1 eff.) Fatigue: +8% Changes resistances: +9% acid / +9% cold Allows you to breathe in: water A suit of armour made of leather. |
![]() rejuvenating hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Life regen: +3.70 Stamina each turn: +1.30 A suit of armour made of leather. |
![]() rejuvenating hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Life regen: +2.20 Stamina each turn: +0.50 A suit of armour made of leather. |
![]() rejuvenating hardened leather armour of command (17 def, 11 armour) Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +17 (+2 eff.) Fatigue: +8% Changes stats: +1 Cun Mental save: +13 (+0 eff.) Life regen: +2.70 Stamina each turn: +1.30 A suit of armour made of leather. |
![]() rejuvenating hardened leather armour of stability (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Changes resistances: +7% physical Physical save: +11 (+1 eff.) Life regen: +2.80 Stamina each turn: +0.50 A suit of armour made of leather. |
![]() rejuvenating reinforced leather armour of Eyal (12 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+1 eff.) Fatigue: +8% Life regen: +8.30 Stamina each turn: +1.50 Maximum life: +48.00 Healing mod.: +11% A suit of armour made of leather. |
![]() rejuvenating reinforced leather armour of command (25 def, 14 armour) Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +25 (+3 eff.) Fatigue: +8% Changes stats: +3 Cun Mental save: +18 (+0 eff.) Life regen: +4.80 Stamina each turn: +1.40 A suit of armour made of leather. |
![]() troll-hide hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Life regen: +8.30 Maximum life: +50.00 Healing mod.: +12% A suit of armour made of leather. |
![]() troll-hide hardened leather armour of fire resistance (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Changes resistances: +16% fire Life regen: +6.80 Maximum life: +30.00 Healing mod.: +10% A suit of armour made of leather. |
![]() volcanic hardened leather armour of Eyal (9 def, 13 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +13 Defense: +9 (+1 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +15% fire / +12% physical Life regen: +3.00 Maximum life: +41.00 Healing mod.: +13% A suit of armour made of leather. |
![]() Hathivor the steel plate armour (0 def, 15 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Fatigue: +29% Changes stats: +7 Con Changes resistances: +12% blight / +7% fire / -14% light / +7% darkness Physical save: +7 (+1 eff.) Spell save: +12 (+0 eff.) Mental save: +16 (+0 eff.) Pinning immunity: +20% A suit of armour made of metal plates. |
![]() enlightening dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +5 Cun / +6 Wil Mental save: +10 (+0 eff.) A suit of armour made of metal plates. |
![]() rejuvenating dwarven-steel plate armour of acid resistance (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +17% acid Life regen: +2.50 Stamina each turn: +1.30 A suit of armour made of metal plates. |
![]() Coral Spray (8 def, 8 armour, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() Halyvor the Noonpierce (0 def, 6 armour, 87.5 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 10 nature On shield block: * Deals 392 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Wil Changes resistances: +12% acid / +18% fire / +16% cold Talent granted: +1 Block Light radius: +3 Handheld deflection devices. |
![]() corrosive dwarven-steel shield of acid resistance (+34%) (0 def, 6 armour, 82 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 11% chance to reduce armor by 58% Changes stats: +3 Con Changes resistances: +34% acid Talent granted: +1 Block Handheld deflection devices. |
![]() corrosive dwarven-steel shield of the stars (0 def, 6 armour, 74.5 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 10% chance to reduce armor by 58% Changes stats: +1 Mag / +3 Cun / +3 Con Changes resistances: +12% acid / +10% light / +10% darkness Changes damage: +12% light / +13% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() crackling dwarven-steel shield of the stars (0 def, 6 armour, 77.5 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 9 lightning Changes stats: +1 Dex / +4 Cun / +4 Mag Changes resistances: +10% lightning / +12% light / +11% darkness Changes damage: +12% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() dwarven-steel shield of fire resistance (+15%) (0 def, 6 armour, 75.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +15% fire Talent granted: +1 Block Handheld deflection devices. |
![]() dwarven-steel shield of reflection (0 def, 6 armour, 88 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +13% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() dwarven-steel shield of shrapnel (0 def, 6 armour, 77.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 566 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
![]() dwarven-steel shield of the stars (0 def, 6 armour, 74.5 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +4 Cun / +3 Mag Changes resistances: +14% light / +12% darkness Changes damage: +13% light / +10% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() dwarven-steel shield of the stars (0 def, 6 armour, 79 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +3 Cun / +1 Mag Changes resistances: +15% light / +12% darkness Changes damage: +10% light / +13% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() dwarven-steel shield of winter (0 def, 6 armour, 80 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 392 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +10% cold Talent granted: +1 Block Handheld deflection devices. |
![]() reinforced dwarven-steel shield of cold resistance (+16%) (0 def, 9 armour, 121.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +9 Fatigue: +8% Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
![]() swashbuckler's iron shield of resilience (0 def, 2 armour, 16 block) Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +2 Fatigue: +8% Changes stats: +2 Str / +2 Dex Talent granted: +1 Block Maximum life: +44.00 Handheld deflection devices. |
![]() voratun shield of resistance (0 def, 10 armour, 194.5 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Changes resistances: +5% acid / +7% fire / +10% lightning / +6% cold Talent granted: +1 Block Handheld deflection devices. |
![]() warded dwarven-steel shield of the stars (0 def, 6 armour, 87.5 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +4 Cun / +1 Mag Changes resistances: +12% light / +11% darkness Maximum wards: +5 lightning / +4 temporal / +4 darkness / +5 fire / +4 nature / +5 blight / +4 cold / +5 arcane / +4 light Changes damage: +13% light / +11% darkness Talents granted: +1 Ward +1 Block Handheld deflection devices. |
![]() windwalling dwarven-steel shield (0 def, 6 armour, 76.5 block) Requires: - Shield usage training - Strength 24 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +12% physical Talent granted: +1 Block Slows Projectiles: +13% Bonus block near projectiles: +16 Handheld deflection devices. |
![]() wrathful dwarven-steel shield (0 def, 6 armour, 74 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 278 light and fire damage to each enemy blocked Changes resistances: +5% light / +8% fire Talent granted: +1 Block Handheld deflection devices. |
![]() Bokarak (17/17, 32-45 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +4.0% Capacity: 17 On weapon hit: * 20 arcane resource burn Travel speed: +200% Damage (Ranged): +16 physical / +18 nature When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
![]() Fogmaim (15/15, 40-56 power, 19 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +13.0% Capacity: 15 On weapon hit: * 20% chance to reduce all saves and defense by 63 * 20% chance to reduce damage dealt by 50% Travel speed: +200% Damage (radius 1) on hit: +16 darkness / +20 mind Damage (radius 2) on crit: +8 darkness / +8 mind Arrows are used with bows to pierce your foes to death. |
![]() Issiromirain the quiver of yew arrows (22/22, 30-42 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.0 - 42.0 Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 On weapon hit: * 20% chance to reduce armor by 58% Damage (Ranged): +20 blight / +9 nature Damage (radius 1) on hit: +8 blight / +12 acid Damage (radius 2) on crit: +4 blight Arrows are used with bows to pierce your foes to death. |
![]() Quiver of Domination (12/20, 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 stats: 60% Wil, 60% Dex, 100% Mag Damage type: Mind Mastery: Strength of Purpose 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. |
![]() barbed quiver of yew arrows of daylight (19/19, 44-62 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 44.0 - 61.6 Uses stats: 40% Wil, 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +14.0% Capacity: 19 On weapon crit: * Wound the target dealing 566 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 light Damage against: +21% Undead Arrows are used with bows to pierce your foes to death. |
![]() barbed quiver of yew arrows of erosion (17/17, 46-65 power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 46.5 - 65.1 Uses stats: 40% Wil, 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +10.0% Capacity: 17 On weapon crit: * Wound the target dealing 566 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 nature Arrows are used with bows to pierce your foes to death. |
![]() chilling quiver of yew arrows of crippling (21/21, 34-47 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 40% Wil, 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +10.0% Capacity: 21 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +9 cold Arrows are used with bows to pierce your foes to death. |
![]() deadly quiver of ash arrows of crippling (16/16, 26-36 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 26.0 - 36.4 Uses stats: 40% Wil, 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.5% Capacity: 16 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() deadly quiver of yew arrows (18/21, 51-71 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 51.0 - 71.4 Uses stats: 40% Wil, 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
![]() quiver of elven-wood arrows of daylight (17/17, 45-63 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 17 Damage (Ranged): +18 light Damage against: +35% Undead Arrows are used with bows to pierce your foes to death. |
![]() quiver of yew arrows 'Bogkarma' (17/17, 32-46 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 17 On weapon hit: * 10% chance to slow global speed by 95% Damage (Ranged): +16 cold Damage (radius 1) on hit: +12 fire / +12 nature / +8 mind Damage (radius 2) on crit: +16 mind Arrows are used with bows to pierce your foes to death. |
![]() quiver of yew arrows 'Glintmonster' (23/23, 42-59 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 23 Damage (Ranged): +8 acid / +20 light Damage (radius 1) on hit: +20 lightning / +8 acid Damage (radius 2) on crit: +16 light / +12 acid Arrows are used with bows to pierce your foes to death. |
![]() quiver of yew arrows of crippling (15/15, 35-49 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.0 - 49.0 Uses stats: 40% Wil, 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +14.0% Capacity: 15 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Islewe the dwarven-steel pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str Changes resistances: +18% acid Changes resistances penetration: +25% blight Spell save: +15 (+1 eff.) Mana each turn: +0.08 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Bladed Rift Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+1 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 6.5 Power cost: 9 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 122 power out of 300/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() acidic pouch of dwarven-steel shots of accuracy (12/19, 32-38 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon crit: * Splash the target with acid dealing 308 damage over 5 turns and reducing armor and accuracy by 39 Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of dwarven-steel shots of erosion (21/21, 42-50 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 42.0 - 50.4 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +13.0% Capacity: 21 On weapon crit: * Wound the target dealing 566 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +7 nature Shots are used with slings to pummel your foes to death. |
![]() chilling pouch of dwarven-steel shots of accuracy (24/24, 30-36 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.0 - 36.0 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 24 Damage (Ranged): +8 cold Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of dwarven-steel shots of accuracy (17/18, 40-48 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 40.0 - 48.0 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 Shots are used with slings to pummel your foes to death. |
![]() flaming pouch of steel shots of accuracy (21/21, 20-24 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 Damage (radius 1) on hit: +6 fire Shots are used with slings to pummel your foes to death. |
![]() high-capacity pouch of stralite shots of grasping (40/41, 40-49 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 40.5 - 48.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 41 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 458 nature damage and pinning them for 3 turns When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
![]() pouch of dwarven-steel shots 'Dawnrace' (20/20, 30-35 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 29.5 - 35.4 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 Damage (Ranged): +20 blight / +9 cold / +12 light Damage (radius 1) on hit: +20 light / +16 blight Damage (radius 2) on crit: +20 light Shots are used with slings to pummel your foes to death. |
![]() pouch of dwarven-steel shots 'Glarebiter' (19/19, 36-43 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.5 - 42.6 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 20% chance to reduce all saves and defense by 63 * 20% chance to knock the target back 3 spaces and deal 458 physical damage Damage (Ranged): +17 physical / +8 blight / +4 mind / +20 arcane Damage (radius 1) on hit: +12 light / +12 mind Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots of erosion (18/22, 46-55 power, 5 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 46.0 - 55.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 Damage (Ranged): +13 nature Shots are used with slings to pummel your foes to death. |
![]() evasive dwarven-steel torque of mindblast [power 230] (9 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 354 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() yew totem of healing [power 260] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 260 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ulisass the Thalore Possessor level 25
5th Dusk 122nd year of Ascendancy at 02:04 see stats
By player the nil nil level 9
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Ulisass the Thalore Possessor level 23
4th Flare 122nd year of Ascendancy at 06:49 see stats
By Ulisass the Thalore Possessor level 28
46th Dusk 122nd year of Ascendancy at 11:55 see stats
By Ulisass the Thalore Possessor level 20
1st Flare 122nd year of Ascendancy at 17:02 see stats
By Ulisass the Thalore Possessor level 20
1st Flare 122nd year of Ascendancy at 15:23 see stats
By Ulisass the Thalore Possessor level 27
44th Dusk 122nd year of Ascendancy at 11:40 see stats
By Ulisass the Thalore Possessor level 25
44th Dusk 122nd year of Ascendancy at 03:19 see stats
By Ulisass the Thalore Possessor level 21
2nd Flare 122nd year of Ascendancy at 06:00 see stats
By Ulisass the Thalore Possessor level 27
44th Dusk 122nd year of Ascendancy at 11:40 see stats
By Ulisass the Thalore Possessor level 25
31st Dusk 122nd year of Ascendancy at 16:09 see stats
By player the nil nil level 4
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Ulisass the Thalore Possessor level 20
1st Flare 122nd year of Ascendancy at 15:23 see stats
By player the nil nil level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Ulisass the Thalore Possessor level 19
74th Pyre 122nd year of Ascendancy at 21:58 see stats
Log
Adybeth the naga myrmidon uses Dart Launcher.
Ulisass resists Adybeth the naga myrmidon's 'Sedated'!
Ulisass HEALS from physical damage!
Adybeth the naga myrmidon hits Ulisass for 0 physical, 16 healing (9 psi heal) (0 total damage) [24 healing].
Ulisass hits Adybeth the naga myrmidon for 143 physical, 21 cold (164 total damage).
Adybeth the naga myrmidon uses Blinding Powder.
Black jelly absorbs some damage. Ulisass is closer to nature.
Ulisass HEALS from acid damage!
Adybeth the naga myrmidon hits Ulisass for damage.
Wretchling's acid area effect hits Black mamba for 453 acid damage.
Wretchling's acid area effect hits Black jelly for 340 acid damage.
Wretchling's acid area effect hits Adybeth the naga myrmidon for 103 acid damage.
Wretchling's acid area effect hits Ulisass for 0 acid, 202 healing (113 psi heal) (0 total damage) [314 healing].
Wretchling's acid area effect hits Black mamba for 414 acid damage.
Wretchling's acid area effect hits Lisowyn the rattlesnake for (35 flat reduction), 379 acid (379 total damage).
Error report sent, thank you.
Ulisass misses Lisowyn the rattlesnake.
Ulisass performs a melee critical strike against Lisowyn the rattlesnake!
Lisowyn the rattlesnake starts to bleed.
Lisowyn the rattlesnake misses Ulisass.
Ulisass misses Lisowyn the rattlesnake.
Ulisass performs a melee critical strike against Lisowyn the rattlesnake!
Lisowyn the rattlesnake misses Ulisass.
Ulisass hits Lisowyn the rattlesnake for (35 flat reduction), 425 physical, (24 flat reduction), 0 cold, (35 flat reduction), 440 physical, (24 flat reduction), 0 cold (865 total damage).
Error report sent, thank you.
Space restabilizes around you.
Saving game...
Saving done.