Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
Addons | Everything is Unique! 1.1.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Stone Wardens DLC Class 1.2.2Donators/Buyers bonus! Turtle race 1.1.5This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Monk 1.1.5Monk for versions b42 and above. ZOmnibus Addon Pack 1.0.6Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.2.0Donators/Buyers bonus! Faerie Race 1.1.5This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Ignore Race/Class Locks 1.0.6Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Stoic class 1.0.5Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Arcanum Class Pack 1.2.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Necromancy+ 1.2.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Doctornull's Class Pack 1.1.6This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Draconian |
Class | Brawler |
Level / Exp | 24 / 81% |
Size | big |
Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 21:17 / 45Killed by Yvyratha the forest troll at level 6 on the 78th Pyre 122nd year of Ascendancy at 00:34 Killed by Yvyratha the forest troll at level 6 on the 78th Pyre 122nd year of Ascendancy at 01:32 Killed by Yvyratha the forest troll at level 6 on the 78th Pyre 122nd year of Ascendancy at 04:31 Killed by Yvyratha the forest troll at level 6 on the 78th Pyre 122nd year of Ascendancy at 09:38 Killed by Yvyratha the forest troll at level 6 on the 78th Pyre 122nd year of Ascendancy at 10:24 Killed by Yvyratha the forest troll at level 6 on the 78th Pyre 122nd year of Ascendancy at 11:11 Killed by Yvyratha the forest troll at level 6 on the 78th Pyre 122nd year of Ascendancy at 14:35 Killed by Yvyratha the forest troll at level 6 on the 78th Pyre 122nd year of Ascendancy at 15:16 Killed by Yvyratha the forest troll at level 6 on the 78th Pyre 122nd year of Ascendancy at 15:48 Killed by Yvyratha the forest troll at level 6 on the 78th Pyre 122nd year of Ascendancy at 16:19 Killed by Yvyratha the forest troll at level 6 on the 78th Pyre 122nd year of Ascendancy at 16:52 Killed by Rnana the human at level 7 on the 2nd Flare 122nd year of Ascendancy at 16:10 Killed by Rnana the human at level 7 on the 2nd Flare 122nd year of Ascendancy at 16:49 Killed by Rnana the human at level 7 on the 2nd Flare 122nd year of Ascendancy at 18:16 Killed by Glotha the rogue at level 8 on the 63rd Dusk 122nd year of Ascendancy at 01:26 Killed by Betille the rogue at level 10 on the 6th Haze 122nd year of Ascendancy at 10:41 Killed by Betille the rogue at level 10 on the 6th Haze 122nd year of Ascendancy at 11:40 Killed by Eilinesewe the rogue at level 10 on the 6th Haze 122nd year of Ascendancy at 12:57 Killed by Ividavena the bandit at level 13 on the 8th Haze 122nd year of Ascendancy at 21:55 Killed by Victoria at level 16 on the 11st Haze 122nd year of Ascendancy at 10:13 Killed by Elita the white crystal at level 17 on the 13rd Haze 122nd year of Ascendancy at 13:36 Killed by Xanaldana the giant green ant at level 17 on the 13rd Haze 122nd year of Ascendancy at 14:25 Killed by Belorianne the midge swarm at level 17 on the 13rd Haze 122nd year of Ascendancy at 15:37 Killed by Polaramira the war bear at level 17 on the 13rd Haze 122nd year of Ascendancy at 17:35 Killed by Polaramira the war bear at level 17 on the 13rd Haze 122nd year of Ascendancy at 20:46 Killed by Bethobrenn the crimson crystal at level 17 on the 13rd Haze 122nd year of Ascendancy at 22:44 Killed by ritch flamespitter at level 17 on the 13rd Haze 122nd year of Ascendancy at 23:31 Killed by fire drake at level 17 on the 14th Haze 122nd year of Ascendancy at 00:11 Killed by Victoria's Inner Demon at level 18 on the 32nd Haze 122nd year of Ascendancy at 06:38 Killed by Layirithra the poison ivy at level 19 on the 36th Haze 122nd year of Ascendancy at 18:44 Killed by Veluth the giant venus flytrap at level 19 on the 36th Haze 122nd year of Ascendancy at 20:04 Killed by Glida the wolf at level 19 on the 36th Haze 122nd year of Ascendancy at 23:59 Killed by Neruta the bee swarm at level 20 on the 37th Haze 122nd year of Ascendancy at 06:48 Killed by Belebrebeth the blue crystal at level 20 on the 37th Haze 122nd year of Ascendancy at 08:24 Killed by Glyriatha the white crystal at level 21 on the 38th Haze 122nd year of Ascendancy at 08:25 Killed by Glyriatha the white crystal at level 21 on the 38th Haze 122nd year of Ascendancy at 09:45 Killed by Zubiriatta the grizzly bear at level 21 on the 38th Haze 122nd year of Ascendancy at 11:15 Killed by rimebark at level 21 on the 38th Haze 122nd year of Ascendancy at 12:28 Killed by Belolera the giant venus flytrap at level 22 on the 38th Haze 122nd year of Ascendancy at 18:30 Killed by Yakrini the Bringer of Doom at level 22 on the 39th Haze 122nd year of Ascendancy at 02:25 Killed by Layiwen the white crystal at level 23 on the 39th Haze 122nd year of Ascendancy at 13:54 Killed by Ivowyn the midge swarm at level 23 on the 39th Haze 122nd year of Ascendancy at 22:50 Killed by Ivowyn the midge swarm at level 23 on the 40th Haze 122nd year of Ascendancy at 00:47 Killed by shadow at level 24 on the 40th Haze 122nd year of Ascendancy at 10:37 |
Antimagic | Follower |
Primary Stats
Strength | 40 (base 13) |
Dexterity | 58 (base 44) |
Constitution | 41 (base 10) |
Magic | 12 (base 10) |
Willpower | 23 (base 10) |
Cunning | 72 (base 54) |
Resources
Life | 864/864 |
Stamina | 244/244 |
Healing Factor | 1.26 |
Regeneration | 5.229 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 2 |
See Stealth | 15 |
See Invisible | 15 |
Offense: Barehand
Damage | 64 |
Accuracy | 64 |
Crit Chance | 21% |
APR | 1 |
Speed | 0.60 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 32.45 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 21 (46.071428571429%) |
Defense | 40.896453900709 |
Ranged Defense | 43.563120567376 |
Fatigue | 0 |
Physical Save | 34.175 |
Spell Save | 12.25 |
Mental Save | 43.416666666667 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 42% |
Confusion Resistance | 10% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 19% for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 337 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 45). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 91) for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Pugilism | 1.50 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Race / Draconian | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Striking Stance |
talent | Yarrrr!! |
beneficial effect | Countering melee attacks: Has a 40% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
beneficial effect | Has a 53% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (1.5 throws remaining) Grappling Defensively |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost anorithil from death by Belorianne the midge swarm. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed length of troll intestine. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed xorn fragment. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed giant spider spinneret. * You've found the needed bear paw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
On feet | [vs. steel ring 'Velotha' (On fingers, 1 of 2)] insulating pair of hardened leather boots of disengagement (0 def, 3 armour)insulating pair of hardened leather boots of disengagement (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +0 (-7) Armour: +3 Fatigue: +3% Damage (Melee): 0(-10) item temporal energize Changes stats: +2(-4) Cun / +3(-2) Dex Changes resistances: +0%(-24%) acid / +7% fire / +6% cold Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. Tap to cycle through comparison choices |
On hands | [vs. steel ring 'Velotha' (On fingers, 1 of 2)] sand rough leather gloves (0 def, 7 armour)sand rough leather gloves (0 def, 7 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +7 Damage (Melee): 0(-10) item temporal energize / 5 physical Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid / +3% physical Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +5 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Tap to cycle through comparison choices |
On head | [vs. steel ring 'Velotha' (On fingers, 1 of 2)] Eye of the Forest (8 def, 0 armour)Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (-7) Defense: +8 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +8 Wil / +6(-) Cun Changes resistances: +0%(-24%) acid Changes resistances penetration: +15% nature Changes damage: +20% nature / +0%(-12%) acid Talent mastery: +0.10 Wild-gift / Moss Physical save: +0 (-20) Mental save: +12 Blindness immunity: +100% Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Infravision radius: +2 See stealth: +15 See invisible: +15 Healing mod.: +0% (-16%) It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. Tap to cycle through comparison choices |
Tool | [vs. steel ring 'Velotha' (On fingers, 1 of 2)] Kilndream (dig speed 14 turns)Kilndream (dig speed 14 turns) Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +0 (-7) Fatigue: -6% Effects on melee hit: * 30% chance to corrode armor Damage (Melee): 0(-10) item temporal energize Changes stats: +4 Str / +0(-5) Dex / +0(-6) Cun Changes resistances: +0%(-24%) acid / +13% fire / +7% darkness / +11% nature Changes damage: +0%(-12%) acid / +6% fire / +6% nature Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Tap to cycle through comparison choices |
On fingers | [vs. steel ring 'Velotha' (On fingers, 1 of 2)] steel ring 'Velotha'steel ring 'Velotha' Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (-) Effects on melee hit: * 10% chance to gain 10% of a turn Damage (Melee): 0(-10) item temporal energize Changes stats: +6(-) Cun / +5(-) Dex Changes resistances: +24%(-) acid Changes damage: +12%(-) acid Physical save: +20 (-) Disease immunity: +10% (-) Confusion immunity: +10% (-) Life regen: +0.80 (-) Maximum life: +43.00 (-) Healing mod.: +16% (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. steel ring 'Velotha' (On fingers, 1 of 2)] steel ring 'Xuta'steel ring 'Xuta' Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (-1) Damage (Melee): 0(-10) item temporal energize Changes stats: +3(-2) Dex / +2 Wil / +1(-5) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Stun/Freeze immunity: +42% Life regen: +2.10 (+1.30) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. steel ring 'Velotha' (On fingers, 1 of 2)] wanderer's copper amuletwanderer's copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (-7) Fatigue: -4% Damage (Melee): 0(-10) item temporal energize Changes stats: +3(-2) Dex / +3(-3) Cun / +3 Con Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.30 (-0.50) Stamina each turn: +0.30 Maximum life: +0.00 (-43.00) Movement speed: +10% Healing mod.: +0% (-16%) Amulets can have magical properties. Tap to cycle through comparison choices |
Main armor | [vs. steel ring 'Velotha' (On fingers, 1 of 2)] Behemoth Hide (4 def, 6 armour)Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +6 Defense: +4 Ranged Defense: +8 Fatigue: +10% Damage (Melee): 0(-10) item temporal energize Changes stats: +2 Str / +0(-5) Dex / +0(-6) Cun / +2 Con Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Maximum encumbrance: +20 Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Knockback immunity: +10% Life regen: +0.70 (-0.10) Stamina each turn: +0.70 Maximum life: +45.00 (+2.00) Maximum stamina: +43.00 Healing mod.: +0% (-16%) Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... Tap to cycle through comparison choices |
Light source | [vs. steel ring 'Velotha' (On fingers, 1 of 2)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +30% light / +0%(-24%) acid Changes damage: +10% light / +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Light radius: +4 Healing mod.: +10% (-6%) It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Tap to cycle through comparison choices |
Cloak | [vs. steel ring 'Velotha' (On fingers, 1 of 2)] Brenykath the Gleambraid (2 def, 0 armour)Brenykath the Gleambraid (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (-7) Physical crit. chance: +1.0% Physical power: +2 Defense: +2 Fatigue: -3% Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +6% mind / +0%(-24%) acid Changes resistances penetration: +5% mind Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +73.00 (+30.00) Healing mod.: +0% (-16%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Tap to cycle through comparison choices |
Around waist | [vs. steel ring 'Velotha' (On fingers, 1 of 2)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Accuracy: +0 (-7) Armour: +4 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Maximum encumbrance: +70 Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Knockback immunity: +40% Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Tap to cycle through comparison choices |
Inventory
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Blood of LifeBlood of Life Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] healing infusion (heal 20)This item will automatically be transmogrified when you leave the level. healing infusion (heal 20) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 20 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] sun infusion of the wizard (rad 5; power 35; turns 4; dispells darkness)This item will automatically be transmogrified when you leave the level. sun infusion of the wizard (rad 5; power 35; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 18). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 35) for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] wild infusion of the warrior (resist 16%; cure magical)This item will automatically be transmogrified when you leave the level. wild infusion of the warrior (resist 16%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 16% for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] wild infusion of the warrior (resist 16%; cure magical)This item will automatically be transmogrified when you leave the level. wild infusion of the warrior (resist 16%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 16% for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] insidious poison infusion of the titan (33 nature damage, 33% healing reduction)This item will automatically be transmogrified when you leave the level. insidious poison infusion of the titan (33 nature damage, 33% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 32.94 nature damage per turns for 7 turns, and reducing the target's healing received by 33%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] biting gale rune of the duelist (105 cold damage; 50 apply power)This item will automatically be transmogrified when you leave the level. biting gale rune of the duelist (105 cold damage; 50 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 104.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 50. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Necklace of Dragon TeethNecklace of Dragon Teeth Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +1 Str / +0(-5) Dex / +0(-6) Cun / +1 Con Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Talent mastery: +0.20 Race / Draconian Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to commune with nature, costing 10 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Voltaic PendantVoltaic Pendant Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Damage (Ranged): 10 lightning Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Stun/Freeze immunity: +10% Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to activate talent Chain Lightning (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 9.53 to 28.60 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Shademire the steel amuletThis item will automatically be transmogrified when you leave the level. Shademire the steel amulet Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +0 (-7) Fatigue: -11% Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 8 darkness Changes stats: +0(-5) Dex / +2 Mag / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes resistances penetration: +10% darkness Changes damage: +3% lightning / +3% darkness / +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +2.50 (+1.70) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] grounding steel amulet of magic (+3)This item will automatically be transmogrified when you leave the level. grounding steel amulet of magic (+3) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +3 Mag / +0(-6) Cun Changes resistances: +10% lightning / +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Stun/Freeze immunity: +20% Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] steel amulet of manastreamingThis item will automatically be transmogrified when you leave the level. steel amulet of manastreaming Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +2 Mag / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +3 Maximum life: +0.00 (-43.00) Maximum mana: +24.00 Healing mod.: +0% (-16%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Ring of InsightRing of Insight Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +2 Mag / +2(-4) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Change telepathy range by : +1 Talent mastery: +0.10 Spell / Divination Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Infravision radius: +1 See stealth: +3 See invisible: +3 Healing mod.: +0% (-16%) This small iron ring seems exceptionally shiny and in focus. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Adenne the DarksinThis item will automatically be transmogrified when you leave the level. Adenne the Darksin Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (-7) Defense: +6 Effects on melee hit: * 11% chance to blind * 30% chance to inflict damage reduction Damage (Melee): 0(-10) item temporal energize Effects on ranged hit: * 10% chance to blind Changes stats: +0(-5) Dex / +4 Mag / +3(-3) Cun Changes resistances: +3% light / +0%(-24%) acid Changes damage: +0%(-12%) acid / +3% darkness / +6% light Physical save: +0 (-20) Spell save: +8 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] VipermoonThis item will automatically be transmogrified when you leave the level. Vipermoon Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (-7) Effects on melee hit: * 12% chance to blind Damage (Melee): 0(-10) item temporal energize Effects on ranged hit: * 13% chance to blind Changes stats: +0(-5) Dex / +3 Mag / +3(-3) Cun Changes resistances: +3% nature / +0%(-24%) acid Changes resistances penetration: +15% nature Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Stun/Freeze immunity: +24% Life regen: +1.60 (+0.80) Maximum life: +0.00 (-43.00) Spellpower: +9 Healing mod.: +0% (-16%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] marksman's steel ring of fire (+22%)This item will automatically be transmogrified when you leave the level. marksman's steel ring of fire (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1) Damage (Melee): 0(-10) item temporal energize Changes stats: +4(-1) Dex / +0(-6) Cun Changes resistances: +0%(-24%) acid / +22% fire Changes damage: +0%(-12%) acid / +11% fire Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Polysenn the steel battleaxe (20.5-30.75 power, 2 apr)This item will automatically be transmogrified when you leave the level. Polysenn the steel battleaxe (20.5-30.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to disease (+14%) * 20% chance to cause random insanity (+20%) On weapon crit: + splashes the target with acid Damage (Melee): +7 acid / +10 blight / +10 mind When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +5 Wil / +2(-4) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) See invisible: +18 Healing mod.: +0% (-16%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] acidic steel battleaxe of vileness (22.5-33.75 power, 2 apr)This item will automatically be transmogrified when you leave the level. acidic steel battleaxe of vileness (22.5-33.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to disease (+10%) On weapon crit: + splashes the target with acid Damage (Melee): +7 blight / +10 acid When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] balanced steel battleaxe of vileness (23-34.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. balanced steel battleaxe of vileness (23-34.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.0 - 34.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 7% chance to disease (+7%) Damage (Melee): +12 blight When wielded/worn: Accuracy: +10 (+3) Defense: +10 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Drake's Bane (52-78 power, 21 apr)Drake's Bane (52-78 power, 21 apr) Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +6 Str / +0(-5) Dex / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +9 (-11) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Stun/Freeze immunity: +20% Knockback immunity: +40% Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] hateful dwarven-steel battleaxe of vileness (33.5-50.25 power, 2 apr)This item will automatically be transmogrified when you leave the level. hateful dwarven-steel battleaxe of vileness (33.5-50.25 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 7% chance to disease (+7%) Damage (Melee): +16 blight / +14 darkness Damage against: +10% Living When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Unerring Scalpel (15-19.5 power, 25 apr)Unerring Scalpel (15-19.5 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+13) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Talent mastery: +0.20 Spell / Charnel Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] acidic iron dagger (10-13 power, 5 apr)This item will automatically be transmogrified when you leave the level. acidic iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: + splashes the target with acid Damage (Melee): +5 acid When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Silent Blade (25-32.5 power, 10 apr)Silent Blade (25-32.5 power, 10 apr) Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A thin, dark dagger that seems to meld seamlessly into the shadows. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Spellblaze Shard (20-26 power, 10 apr)Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +5 Mag / +0(-6) Cun Changes resistances: +10% blight / +10% fire / +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Umbral Razor (25-32.5 power, 10 apr)Umbral Razor (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +4 Mag / +4(-2) Cun Changes resistances: +10% darkness / +0%(-24%) acid Changes resistances penetration: +10% darkness Changes damage: +5% darkness / +0%(-12%) acid Stealth bonus: +10 Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 53.10 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] arcing steel dagger of paradox (12-15.6 power, 6 apr)This item will automatically be transmogrified when you leave the level. arcing steel dagger of paradox (12-15.6 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning / +5 temporal When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 5 temporal Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +6% temporal Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] balanced steel dagger of dampening (10-13 power, 6 apr)This item will automatically be transmogrified when you leave the level. balanced steel dagger of dampening (10-13 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (-3) Defense: +6 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +8%(-16%) acid / +6% fire / +7% lightning / +7% cold Changes damage: +0%(-12%) acid Physical save: +0 (-20) Spell save: +6 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] flaming steel dagger (12-15.6 power, 6 apr)This item will automatically be transmogrified when you leave the level. flaming steel dagger (12-15.6 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] flaming steel dagger of daylight (11.5-14.95 power, 6 apr)This item will automatically be transmogrified when you leave the level. flaming steel dagger of daylight (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 light Burst (radius 1) on hit: +6 fire Damage against: +8% Undead When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] inquisitor's steel dagger (12.5-16.25 power, 6 apr)This item will automatically be transmogrified when you leave the level. inquisitor's steel dagger (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn (+10) On weapon crit: + burns latent spell energy When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] insidious steel dagger (10-13 power, 6 apr)This item will automatically be transmogrified when you leave the level. insidious steel dagger (10-13 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +18 insidious poison When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] steel dagger of phasing (12-15.6 power, 11 apr)This item will automatically be transmogrified when you leave the level. steel dagger of phasing (12-15.6 power, 11 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +8% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] steel dagger of projection (12-15.6 power, 6 apr)This item will automatically be transmogrified when you leave the level. steel dagger of projection (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 mind When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] steel dagger of the leech (10.5-13.65 power, 6 apr)This item will automatically be transmogrified when you leave the level. steel dagger of the leech (10.5-13.65 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% (+5%) + leeches stamina from the target When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 7 nature slow Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Brenisavon (15-19.5 power, 7 apr)This item will automatically be transmogrified when you leave the level. Brenisavon (15-19.5 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to cause random insanity (+40%) + Random elemental explosion On weapon crit: + cripple the target Damage (Melee): +7 lightning / +8 mind When wielded/worn: Accuracy: +0 (-7) Physical crit. chance: +6.0% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes resistances penetration: +8% acid / +6% fire / +8% cold / +5% arcane / +8% lightning Changes damage: +3% mind / +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Dagger of the Past (25-32.5 power, 20 apr)Dagger of the Past (25-32.5 power, 20 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Accuracy: +0 (-7) Defense: +10 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid / +5% temporal Physical save: +0 (-20) Spell save: +10 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Movement speed: +20% Healing mod.: +0% (-16%) Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Moon (30-39 power, 30 apr)Moon (30-39 power, 30 apr) Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +10% darkness / +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Light radius: -1 Healing mod.: +0% (-16%) A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Shantiz the Stormblade (15-19.5 power, 20 apr)Shantiz the Stormblade (15-19.5 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +20(+15) Dex / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Star (25-32.5 power, 20 apr)Star (25-32.5 power, 20 apr) Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +10% light / +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Light radius: +1 Healing mod.: +0% (-16%) Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] acidic dwarven-steel dagger of projection (14.5-18.85 power, 7 apr)This item will automatically be transmogrified when you leave the level. acidic dwarven-steel dagger of projection (14.5-18.85 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 14.5 - 18.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: + splashes the target with acid Damage (Melee): +7 mind / +4 acid When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] chilling dwarven-steel dagger of massacre (22-28.6 power, 7 apr)This item will automatically be transmogrified when you leave the level. chilling dwarven-steel dagger of massacre (22-28.6 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 22.0 - 28.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 cold When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] dwarven-steel dagger of the mystic (17-22.1 power, 7 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of the mystic (17-22.1 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +2 Mag / +1 Wil / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +6 Healing mod.: +0% (-16%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] insidious dwarven-steel dagger (20-26 power, 7 apr)This item will automatically be transmogrified when you leave the level. insidious dwarven-steel dagger (20-26 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +13 insidious poison When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] voratun dagger of purging (40-52 power, 9 apr)This item will automatically be transmogrified when you leave the level. voratun dagger of purging (40-52 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: + 25% chance to remove a magical effect Damage (Melee): +5 nature When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Tirakai's Maul (32-41.6 power, 6 apr)Tirakai's Maul (32-41.6 power, 6 apr) Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) No gem It can be used to imbue the hammer with a gem of your choice, costing 0 power out of 1/1. 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. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] balanced steel greatmaul of daylight (24-36 power, 2 apr)This item will automatically be transmogrified when you leave the level. balanced steel greatmaul of daylight (24-36 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 light Damage against: +10% Undead When wielded/worn: Accuracy: +9 (+2) Defense: +10 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] flaming steel greatmaul (26.5-39.75 power, 2 apr)This item will automatically be transmogrified when you leave the level. flaming steel greatmaul (26.5-39.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +9 fire When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] quick steel greatmaul (27-40.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. quick steel greatmaul (27-40.5 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 111% When wielded/worn: Accuracy: +9 (+2) Damage (Melee): 0(-10) item temporal energize Changes stats: +3(-2) Dex / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] flaming steel greatsword (27.5-44 power, 2 apr)This item will automatically be transmogrified when you leave the level. flaming steel greatsword (27.5-44 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +10 fire When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] steel greatsword of crippling (24-38.4 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel greatsword of crippling (24-38.4 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: + cripple the target When wielded/worn: Accuracy: +0 (-7) Physical crit. chance: +7.0% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Astral Blade (20-28 power, 5 apr)Astral Blade (20-28 power, 5 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +4 Mag / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) You could carefully tailor an enchantment along the lines of some sort of theme, or you could just fill it with raw magical power. This is the result of the latter. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Ravenwither (13.5-18.9 power, 9 apr)This item will automatically be transmogrified when you leave the level. Ravenwither (13.5-18.9 power, 9 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction (+40%) + 20% chance to torment the target Damage Shield penetration (this weapon only): +18% When wielded/worn: Accuracy: +0 (-7) Effects on melee hit: * 40% chance to inflict damage reduction Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes resistances penetration: +7% mind / +7% darkness Changes damage: +3% darkness / +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] flaming steel longsword of paradox (15.5-21.7 power, 3 apr)This item will automatically be transmogrified when you leave the level. flaming steel longsword of paradox (15.5-21.7 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +6 temporal Burst (radius 1) on hit: +7 fire When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 6 temporal Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +5% temporal Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] hateful steel longsword of persecution (13.5-18.9 power, 3 apr)This item will automatically be transmogrified when you leave the level. hateful steel longsword of persecution (13.5-18.9 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +7% Living / +7% Unnatural When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +2 Wil / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Crooked Club (25-35 power, 4 apr)Crooked Club (25-35 power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 (+5) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) An oddly twisted club with a hefty weight on the end. There's something very strange about it. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] flaming steel mace of phasing (12.5-17.5 power, 10 apr)This item will automatically be transmogrified when you leave the level. flaming steel mace of phasing (12.5-17.5 power, 10 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +14% Burst (radius 1) on hit: +7 fire When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Blunt and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] insidious steel mace of erosion (13-18.2 power, 3 apr)This item will automatically be transmogrified when you leave the level. insidious steel mace of erosion (13-18.2 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +14 insidious poison / +7 temporal / +6 nature When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Blunt and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] steel mace of crippling (13-18.2 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel mace of crippling (13-18.2 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: + cripple the target When wielded/worn: Accuracy: +0 (-7) Physical crit. chance: +7.0% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Blunt and deadly. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Serpent's Glare (7-7.7 power, 15 apr, nature damage)Serpent's Glare (7-7.7 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +10% nature / +0%(-24%) acid Changes damage: +10% nature / +0%(-12%) acid Physical save: +0 (-20) Poison immunity: +50% Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Mindpower: +5 Mental crit. chance: +5% Healing mod.: +0% (-16%) It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 212.67 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Bloomsoul (8-8.8 power, 13 apr, nature damage)Bloomsoul (8-8.8 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Talent mastery: +0.20 Wild-gift / Fungus Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.50 (-0.30) Maximum life: +0.00 (-43.00) Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% (-6%) It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 18 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] blooming vined mindstar of balance (4.5-4.95 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. blooming vined mindstar of balance (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +4 (-16) Spell save: +3 Mental save: +3 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Equilibrium when hit: +0.90 Maximum life: +0.00 (-43.00) Mindpower: +2 Mental crit. chance: +2% Healing mod.: +10% (-6%) Heals friendly targets nearby when you use a nature summon: +7 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] gifted vined mindstar of clarity (5.5-6.05 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. gifted vined mindstar of clarity (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Mental save: +3 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Maximum psi: +17.00 Mindpower: +5 Mental crit. chance: +2% Healing mod.: +0% (-16%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] gifted vined mindstar of life (4.5-4.95 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. gifted vined mindstar of life (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.50 (-0.30) Maximum life: +20.00 (-23.00) Mindpower: +5 Mental crit. chance: +2% Healing mod.: +0% (-16%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] horrifying vined mindstar (5.5-6.05 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. horrifying vined mindstar (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 3 mind / 3 darkness Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid / +2% mind / +3% darkness Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Mindpower: +2 Mental crit. chance: +2% Healing mod.: +0% (-16%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] horrifying vined mindstar of balance (5-5.5 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. horrifying vined mindstar of balance (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 2 mind / 3 darkness Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid / +3% mind / +4% darkness Physical save: +3 (-17) Spell save: +2 Mental save: +3 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Equilibrium when hit: +0.90 Maximum life: +0.00 (-43.00) Mindpower: +2 Mental crit. chance: +2% Healing mod.: +0% (-16%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] vined mindstar of balance (5.5-6.05 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. vined mindstar of balance (5.5-6.05 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: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +2 (-18) Spell save: +4 Mental save: +3 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Equilibrium when hit: +1.30 Maximum life: +0.00 (-43.00) Mindpower: +2 Mental crit. chance: +2% Healing mod.: +0% (-16%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] vined mindstar of life (4.5-4.95 power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. vined mindstar of life (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.50 (-0.30) Maximum life: +15.00 (-28.00) Mindpower: +2 Mental crit. chance: +2% Healing mod.: +0% (-16%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] vined mindstar of life (5-5.5 power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. vined mindstar of life (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.70 (-0.10) Maximum life: +17.00 (-26.00) Mindpower: +2 Mental crit. chance: +2% Healing mod.: +0% (-16%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] vined mindstar of life (4-4.4 power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. vined mindstar of life (4-4.4 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.70 (-0.10) Maximum life: +10.00 (-33.00) Mindpower: +2 Mental crit. chance: +2% Healing mod.: +0% (-16%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] vined mindstar of summer (6-6.6 power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. vined mindstar of summer (6-6.6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 fire When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +4% cold / +3% darkness / +5% temporal Changes damage: +0%(-12%) acid / +4% fire / +2% light Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Mindpower: +2 Mental crit. chance: +2% Light radius: +2 Healing mod.: +0% (-16%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] vined mindstar of vitality (5.5-6.05 power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. vined mindstar of vitality (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage against: +5% Undead When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +6% blight / +0%(-24%) acid / +12% darkness / +7% nature Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Stamina when hit: +0.90 Maximum life: +0.00 (-43.00) Mindpower: +2 Mental crit. chance: +2% Healing mod.: +0% (-16%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] gifted thorny mindstar (9-9.9 power, 24 apr, nature damage)This item will automatically be transmogrified when you leave the level. gifted thorny mindstar (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Mindpower: +8 Mental crit. chance: +3% Healing mod.: +0% (-16%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] horrifying thorny mindstar of slime (7.5-8.25 power, 24 apr, mind damage)This item will automatically be transmogrified when you leave the level. horrifying thorny mindstar of slime (7.5-8.25 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Effects when hit in melee: * Slows global speed by 2% Damage when hit (Melee): 5 mind / 4 darkness Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid / +3% nature / +4% mind / +2% darkness Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Mindpower: +3 Mental crit. chance: +3% Healing mod.: +0% (-16%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Apprentice Staff (10-12 power, 0 apr, physical element)Apprentice Staff (10-12 power, 0 apr, physical element) Requires: - Magic 15 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +10% lightning / +0%(-24%) acid / +10% fire / +10% arcane / +10% cold Changes damage: +10% lightning / +0%(-12%) acid / +10% fire / +10% arcane / +10% cold Talent masteries: +0.10 Spell / Ordered hedgemagic +0.10 Spell / Force Talent granted: +1 Command Staff Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +5 Spell crit. chance: +0% Healing mod.: +0% (-16%) A staff that has been carefully constructed for novices of the Art. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Crystal Shard (16-19.2 power, 4 apr, physical element)Crystal Shard (16-19.2 power, 4 apr, physical element) Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +10% blight / +10% arcane / +0%(-24%) acid Changes damage: +18% blight / +18% arcane / +0%(-12%) acid Damage affinity(heal): +20% arcane Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +14 Spell crit. chance: +4% Healing mod.: +0% (-16%) It can be used to create living shards of crystal, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Mud-Slinger (15-18 power, 1 apr, physical element)Mud-Slinger (15-18 power, 1 apr, physical element) Requires: - Magic 34 - Constitution 26 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +1 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +0(-6) Cun / +4 Con Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid / +15% physical Talent masteries: +0.10 Spell / Stone +0.10 Spell / Earth Physical save: +10 (-10) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +14 Spell crit. chance: +8% Healing mod.: +0% (-16%) It can be used to cause the earth to rumble, costing 35 power out of 50/50. Former Mayor of Derth once used this staff to hobble around while campaigning for office. Some of his talent for mudslinging seems to have rubbed off on it. You feel dirty, just by holding it. This staff can be wielded in your off-hand. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] ash magestaff of fate (15-18 power, 3 apr, cold element)This item will automatically be transmogrified when you leave the level. ash magestaff of fate (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid / +15% cold Talent granted: +1 Command Staff Physical save: +5 (-15) Spell save: +7 Mental save: +6 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +6 Spell crit. chance: +6% Healing mod.: +0% (-16%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] ash magestaff of warding (15-18 power, 3 apr, arcane element)This item will automatically be transmogrified when you leave the level. ash magestaff of warding (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Armour: +5 Defense: +4 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Maximum wards: +2 arcane Changes damage: +15% arcane / +0%(-12%) acid Talents granted: +1 Ward +1 Command Staff Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +6 Spell crit. chance: +2% Healing mod.: +0% (-16%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] ash vilestaff of might (15-18 power, 3 apr, acid element)This item will automatically be transmogrified when you leave the level. ash vilestaff of might (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +15%(+3%) acid Talent granted: +1 Command Staff Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +6 Spell crit. chance: +7% Healing mod.: +0% (-16%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] blighted ash vilestaff of power (15-18 power, 3 apr, acid element)This item will automatically be transmogrified when you leave the level. blighted ash vilestaff of power (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Effects on melee hit: * 8% chance to disease Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +15%(+3%) acid Talent granted: +1 Command Staff Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Vim when firing critical spell: +2.00 Maximum life: +0.00 (-43.00) Maximum vim: +10.00 Spellpower: +10 Spell crit. chance: +2% Healing mod.: +0% (-16%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Staff of Destruction (20-24 power, 4 apr, physical element)This item will automatically be transmogrified when you leave the level. Staff of Destruction (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +20% lightning / +0%(-12%) acid / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +10 Spell crit. chance: +15% Healing mod.: +0% (-16%) Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] cruel yew magestaff of projection (20-24 power, 4 apr, arcane element)This item will automatically be transmogrified when you leave the level. cruel yew magestaff of projection (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Physical crit. chance: +7.0% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +20% arcane / +0%(-12%) acid Talent granted: +1 Command Staff Critical mult.: +16.00% Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +11 Spell crit. chance: +5% Healing mod.: +0% (-16%) It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] earthen yew starstaff (20-24 power, 4 apr, darkness element)This item will automatically be transmogrified when you leave the level. earthen yew starstaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Armour: +4 Armour Hardiness: +4% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +20% darkness / +0%(-12%) acid Talent granted: +1 Command Staff Physical save: +6 (-14) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +9 Spell crit. chance: +3% Healing mod.: +0% (-16%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] chilling steel waraxe of massacre (21.5-30.1 power, 3 apr)This item will automatically be transmogrified when you leave the level. chilling steel waraxe of massacre (21.5-30.1 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 cold When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) One-handed war axes. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] steel waraxe of massacre (20.5-28.7 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel waraxe of massacre (20.5-28.7 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) One-handed war axes. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Stormlash (17-18.7 power, 7 apr)Stormlash (17-18.7 power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (-) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to strike an enemy in range 3, releasing a burst of lightning, costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] SurefireSurefire 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. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+5) Physical crit. chance: +5.0% Damage (Melee): 0(-10) item temporal energize Changes stats: +3(-2) Dex / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid / +5% physical Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Activating this item is instant. It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 180% damage. 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. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] CorpsebowCorpsebow Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Effects on ranged hit: * 40% chance to disease Damage (Ranged): 20 blight Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +40% blight / +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +50% (+40%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to activate talent Cyst Burst (costing 10 power out of 20/20) : Effective talent level: 5.0 Power cost: 10 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Make your target's diseases burst, doing 22.50 blight damage for each disease it is infected with. This will also spread any decrepitude, weakness, rotting or epidemic diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] RotpierceThis item will automatically be transmogrified when you leave the level. Rotpierce Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +8 fire Burst (radius 2) on crit: +2 nature When wielded/worn: Accuracy: +0 (-7) Physical power: +6 Damage (Melee): 0(-10) item temporal energize Changes stats: +2 Str / +0(-5) Dex / +1 Mag / +1 Wil / +0(-6) Cun / +2 Con Changes resistances: +3% nature / +0%(-24%) acid Changes damage: +0%(-12%) acid / +9% fire Talent mastery: +0.10 Wild-gift / Fungus Critical mult.: +5.00% Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to regenerate 80 life over 5 turns, placing all other charms into a 20 cooldown. Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] EmubaThis item will automatically be transmogrified when you leave the level. Emuba Requires: - Dexterity 24 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +8 cold When wielded/worn: Accuracy: +0 (-7) Physical power: +5 Armour: +7 Damage (Melee): 0(-10) item temporal energize Changes stats: +3 Str / +0(-5) Dex / +0(-6) Cun Changes resistances: +9%(-15%) acid / +9% fire / +13% lightning / +9% cold Changes resistances penetration: +7% cold Changes damage: +9% arcane / +0%(-12%) acid Physical save: +0 (-20) Spell save: +5 Poison immunity: +20% Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Hare-Skin SlingHare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +0 (-7) Physical crit. chance: +5.0% Defense: +10 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +0(-6) Cun / +10 Lck Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Talent mastery: +0.20 Cunning / Survival Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Movement speed: +20% Healing mod.: +0% (-16%) Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Arrows of Manalocking (10/10, 15-21 power, 5 apr)Arrows of Manalocking (10/10, 15-21 power, 5 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 10 Damage (Ranged): +10 arcane silence When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Fight magic with magic! Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Hornet Stingers (20/20, 18-25.2 power, 10 apr)This item will automatically be transmogrified when you leave the level. Hornet Stingers (20/20, 18-25.2 power, 10 apr) Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A vile poison drips from the tips of these arrows. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Lisomina the quiver of yew arrows (17/17, 42.5-59.5 power, 10 apr)This item will automatically be transmogrified when you leave the level. Lisomina the quiver of yew arrows (17/17, 42.5-59.5 power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 3 Base power: 42.5 - 59.5 Uses stats: 70% Dex, 50% Str Damage type: Acid Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 17 On weapon hit: + 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +8 acid / +8 temporal / +8 nature / +16 blight Burst (radius 1) on hit: +4 acid When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] pouch of iron shots of paradox (19/19, 13-15.6 power, 1 apr)This item will automatically be transmogrified when you leave the level. pouch of iron shots of paradox (19/19, 13-15.6 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 On weapon hit: * 5% chance to gain 10% of a turn (+5%) Damage (Ranged): +6 temporal When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Shots are used with slings to pummel your foes to death. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Swordshatter Shots (20/20, 20-24 power, 15 apr)Swordshatter Shots (20/20, 20-24 power, 15 apr) Requires: - Dexterity 20 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +15 crumble When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) (Crumble is Arcane damage, disarms weapons and gets +50% damage versus petrified targets.) Exceptionally hard shots, designed for breaking weapons. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] barbed pouch of steel shots of purging (21/21, 21.5-25.8 power, 2 apr)This item will automatically be transmogrified when you leave the level. barbed pouch of steel shots of purging (21/21, 21.5-25.8 power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 21 On weapon hit: + 25% chance to remove a magical effect On weapon crit: + wounds the target Damage (Ranged): +7 nature / +7 bleed When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Shots are used with slings to pummel your foes to death. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] pouch of steel shots 'Tarrebers' (24/24, 20.5-24.6 power, 2 apr)This item will automatically be transmogrified when you leave the level. pouch of steel shots 'Tarrebers' (24/24, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 24 On weapon hit: + 10% chance to knock the target back Damage (Ranged): +19 physical / +9 light / +9 cold Burst (radius 2) on crit: +8 arcane Damage against: +5% Undead When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Shots are used with slings to pummel your foes to death. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] pouch of steel shots of crippling (18/18, 21.5-25.8 power, 2 apr)This item will automatically be transmogrified when you leave the level. pouch of steel shots of crippling (18/18, 21.5-25.8 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +11.5% Capacity: 18 On weapon crit: + cripple the target When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Shots are used with slings to pummel your foes to death. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +3 Wil / +0(-6) Cun Changes resistances: +20% blight / +20% cold / +20% nature / +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +30% (+14%) A belt rumoured to have been worn by the Conclave healers. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Salutira the BrandwireThis item will automatically be transmogrified when you leave the level. Salutira the Brandwire Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 8 fire Changes stats: +0(-5) Dex / +2 Wil / +0(-6) Cun Changes resistances: +0%(-24%) acid / +7% darkness / +7% fire / +8% light / +6% cold Changes damage: +3% mind / +0%(-12%) acid Physical save: +7 (-13) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Mindpower: +4 Healing mod.: +0% (-16%) A belt that goes around your waist. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] enveloping linen cloak of Eldoral (7 def, 0 armour)This item will automatically be transmogrified when you leave the level. enveloping linen cloak of Eldoral (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (-7) Defense: +7 Damage (Melee): 0(-10) item temporal energize Changes stats: +1(-5) Cun / +2(-3) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +6 (-14) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +0 (-7) Defense: +12 Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 10 cold Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +15% cold Changes resistances penetration: +8% cold Changes damage: +0%(-12%) acid / +10% cold Talent masteries: +0.10 Spell / Water +0.20 Technique / Fluid combat Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +4 Movement speed: +15% Healing mod.: +0% (-16%) This deep blue robe flows and ripples as if pushed by an invisible tide. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] linen robe of protection (4 def, 3 armour)This item will automatically be transmogrified when you leave the level. linen robe of protection (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +3 Defense: +4 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +16 (-4) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A cloth vestment. It offers no intrinsic protection but is easy to move in. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] verdant linen robe (2 def, 0 armour)This item will automatically be transmogrified when you leave the level. verdant linen robe (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +0 (-7) Defense: +2 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +0(-6) Cun / +3 Con Changes resistances: +0%(-24%) acid Changes damage: +8% nature / +0%(-12%) acid Physical save: +0 (-20) Poison immunity: +22% Disease immunity: +22% (+12%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A cloth vestment. It offers no intrinsic protection but is easy to move in. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Vestments of the Conclave (0 def, 0 armour)Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +6 Mag / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes damage: +10% arcane / +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spell crit. chance: +15% Healing mod.: +0% (-16%) An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] mindwoven woollen robe (4 def, 0 armour)This item will automatically be transmogrified when you leave the level. mindwoven woollen robe (4 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +0 (-7) Defense: +4 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Mental save: +16 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Mindpower: +3 Mental crit. chance: +3% Healing mod.: +0% (-16%) A cloth vestment. It offers no intrinsic protection but is easy to move in. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] mindwoven woollen robe of nature (+15%) (4 def, 0 armour)This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of nature (+15%) (4 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +0 (-7) Defense: +4 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +15% nature / +0%(-24%) acid Changes damage: +10% nature / +0%(-12%) acid Physical save: +0 (-20) Mental save: +17 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Mindpower: +3 Mental crit. chance: +2% Healing mod.: +0% (-16%) A cloth vestment. It offers no intrinsic protection but is easy to move in. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] serene woollen robe of blight (+12%) (7 def, 0 armour)This item will automatically be transmogrified when you leave the level. serene woollen robe of blight (+12%) (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +0 (-7) Defense: +7 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +3 Wil / +0(-6) Cun Changes resistances: +12% blight / +0%(-24%) acid Changes damage: +12% blight / +0%(-12%) acid Physical save: +0 (-20) Mental save: +7 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A cloth vestment. It offers no intrinsic protection but is easy to move in. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] serene woollen robe of time (+11%) (8 def, 0 armour)This item will automatically be transmogrified when you leave the level. serene woollen robe of time (+11%) (8 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +0 (-7) Defense: +8 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +3 Wil / +0(-6) Cun Changes resistances: +0%(-24%) acid / +11% temporal Changes damage: +0%(-12%) acid / +11% temporal Physical save: +0 (-20) Mental save: +8 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A cloth vestment. It offers no intrinsic protection but is easy to move in. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] slimy woollen robe (4 def, 0 armour)This item will automatically be transmogrified when you leave the level. slimy woollen robe (4 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +0 (-7) Defense: +4 Damage (Melee): 0(-10) item temporal energize Effects when hit in melee: * Slows global speed by 4% * 3 arcane resource burn Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A cloth vestment. It offers no intrinsic protection but is easy to move in. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] slimy woollen robe of protection (6 def, 3 armour)This item will automatically be transmogrified when you leave the level. slimy woollen robe of protection (6 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +3 Defense: +6 Damage (Melee): 0(-10) item temporal energize Effects when hit in melee: * Slows global speed by 4% * 5 arcane resource burn Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +16 (-4) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A cloth vestment. It offers no intrinsic protection but is easy to move in. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] spellwoven woollen robe of alchemy (4 def, 0 armour)This item will automatically be transmogrified when you leave the level. spellwoven woollen robe of alchemy (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +0 (-7) Defense: +4 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +10%(-14%) acid / +12% physical / +10% fire / +11% cold Changes damage: +5%(-7%) acid / +6% physical / +5% fire / +8% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +0 (-20) Spell save: +15 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +2 Spell crit. chance: +3% Healing mod.: +0% (-16%) A cloth vestment. It offers no intrinsic protection but is easy to move in. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] tormentor's woollen robe of the mind (+10%) (4 def, 0 armour)This item will automatically be transmogrified when you leave the level. tormentor's woollen robe of the mind (+10%) (4 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +0 (-7) Defense: +4 Damage (Melee): 0(-10) item temporal energize Changes stats: +3(-3) Cun / +0(-5) Dex Changes resistances: +10% mind / +0%(-24%) acid Changes damage: +10% mind / +0%(-12%) acid Critical mult.: +12.00% Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A cloth vestment. It offers no intrinsic protection but is easy to move in. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] woollen robe 'Gloranor' (4 def, 0 armour)This item will automatically be transmogrified when you leave the level. woollen robe 'Gloranor' (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +0 (-7) Defense: +4 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +3 Mag / +0(-6) Cun / +2 Con Changes resistances: +7% lightning / +25% darkness / +0%(-24%) acid / +7% blight / +7% fire / +8% cold / +6% light Changes damage: +13% darkness / +0%(-12%) acid Physical save: +12 (-8) Spell save: +40 Mental save: +12 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +3 Spell crit. chance: +3% Healing mod.: +0% (-16%) A cloth vestment. It offers no intrinsic protection but is easy to move in. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] woollen robe of nature (+18%) (4 def, 0 armour)This item will automatically be transmogrified when you leave the level. woollen robe of nature (+18%) (4 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +0 (-7) Defense: +4 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +18% nature / +0%(-24%) acid Changes damage: +12% nature / +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A cloth vestment. It offers no intrinsic protection but is easy to move in. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Evermoss Robe (12 def, 0 armour)Evermoss Robe (12 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +0 (-7) Defense: +12 Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 35 nature slow Changes stats: +0(-5) Dex / +5 Wil / +0(-6) Cun Changes resistances: +25% nature / +0%(-24%) acid Changes resistances penetration: +10% nature Changes damage: +30% nature / +0%(-12%) acid Talent masteries: +0.10 Wild-gift / Moss +0.10 Technique / Natural arts Physical save: +15 (-5) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.20 (-0.60) Maximum life: +0.00 (-43.00) Mindpower: +12 Mental crit. chance: +5% Healing mod.: +15% (-1%) This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] The Calm (15 def, 0 armour)The Calm (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +0 (-7) Defense: +15 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +10 Mag / +8 Wil / +6(-) Cun Changes resistances: +20% lightning / +0%(-24%) acid Changes resistances penetration: +15% lightning Changes damage: +25% lightning / +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +20 Movement speed: +10% Healing mod.: +0% (-16%) Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Soleguard (0 def, 5 armour)Soleguard (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +5 Armour Hardiness: +5% Fatigue: +1% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +5 (-15) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) 'I need something to protect my soul and I need it quick!' Always check the label carefully... Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] insulating pair of iron boots of uncanny dodging (3 def, 3 armour)This item will automatically be transmogrified when you leave the level. insulating pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +3 Defense: +3 Ranged Defense: +3 Fatigue: +2% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +6% fire / +6% cold Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] pair of rough leather boots of tirelessness (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +1 Fatigue: +1% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Stamina each turn: +0.40 Maximum life: +0.00 (-43.00) Maximum stamina: +13.00 Healing mod.: +0% (-16%) A pair of boots made of leather. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] scholar's pair of iron boots of uncanny dodging (3 def, 3 armour)This item will automatically be transmogrified when you leave the level. scholar's pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +3 Defense: +3 Ranged Defense: +2 Fatigue: +2% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +4 Healing mod.: +0% (-16%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] undeterred pair of rough leather boots (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. undeterred pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +1 Fatigue: +1% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Silence immunity: +23% Confusion immunity: +23% (+13%) Stun/Freeze immunity: +22% Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A pair of boots made of leather. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +1 Defense: +2 Fatigue: +2% Damage (Melee): 0(-10) item temporal energize Changes stats: +3(-3) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Talent mastery: +0.20 Cunning / Survival Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Gravity Boots (0 def, 4 armour)Gravity Boots (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +4 Fatigue: +5% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid / +10% physical Talent mastery: +0.10 Chronomancy / Gravity Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Pinning immunity: -10% Stun/Freeze immunity: +20% Knockback immunity: +20% Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) These boots warp gravity around them, making them exceptionally sturdy. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +2 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +3 Wil / +2(-4) Cun Changes resistances: +0%(-24%) acid / +10% fire Changes damage: +0%(-12%) acid / +5% fire Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Mindpower: +2 Healing mod.: +0% (-16%) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.0% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 43.83 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +4 Wil / +4(-2) Cun Changes resistances: +10% nature / +0%(-24%) acid Changes damage: +5% nature / +0%(-12%) acid Talent mastery: +0.20 Wild-gift / Slime Physical save: +0 (-20) Poison immunity: +20% Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Mindpower: +2 Healing mod.: +0% (-16%) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +4.0% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] iron gauntlets of strength (+3) (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (-7) Physical power: +6 Armour: +1 Damage (Melee): 0(-10) item temporal energize Changes stats: +3 Str / +0(-5) Dex / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When used to modify unarmed attacks: Base power: 14.0 - 19.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] radiant rough leather gloves of magic (+3) (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. radiant rough leather gloves of magic (+3) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +1 Damage (Melee): 6 light / 0(-10) item temporal energize Changes stats: +0(-5) Dex / +3 Mag / +0(-6) Cun Changes resistances: +6% light / +0%(-24%) acid Changes damage: +0%(-12%) acid / +4% light / +4% arcane Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 6% chance to blind (+6%) Damage (Melee): +5 arcane Burst (radius 2) on crit: +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] rough leather gloves of magic (+3) (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. rough leather gloves of magic (+3) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +1 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +3 Mag / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes damage: +4% arcane / +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +5 arcane Burst (radius 2) on crit: +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] sand iron gauntlets (0 def, 7 armour)This item will automatically be transmogrified when you leave the level. sand iron gauntlets (0 def, 7 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +7 Damage (Melee): 0(-10) item temporal energize / 5 physical Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid / +3% physical Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +6 physical Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] scouring rough leather gloves of strength (+3) (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. scouring rough leather gloves of strength (+3) (0 def, 1 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (-7) Physical power: +6 Armour: +1 Damage (Melee): 0(-10) item temporal energize Effects when hit in melee: * 16% chance to reduce powers by 20% * 16 arcane resource burn Changes stats: +3 Str / +0(-5) Dex / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Spell save: +9 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When used to modify unarmed attacks: Base power: 12.0 - 13.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 16% chance to reduce powers by 20% (+16%) * 16 arcane resource burn (+16) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Crystle's Astral Bindings (0 def, 0 armour)Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +3 Mag / +0(-6) Cun Changes resistances: +0%(-24%) acid / +8% temporal / +8% darkness Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +0%(-12%) acid / +8% temporal / +8% darkness Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +0.00 (-43.00) Spellpower: +2 Spell crit. chance: +3% Healing mod.: +0% (-16%) When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 40% Str, 40% Dex, 20% Mag, 40% Cun Damage type: Physical Armour Penetration: +3 Physical crit. chance: +6.0% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] hardened leather gloves of magic (+3) (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. hardened leather gloves of magic (+3) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +0 (-7) Armour: +2 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +3 Mag / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes damage: +5% arcane / +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 arcane Burst (radius 2) on crit: +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Extradimensional Hat (0 def, 0 armour)Extradimensional Hat (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +5% temporal Changes damage: +0%(-12%) acid / +5% temporal Maximum encumbrance: +50 Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spellpower: +3 Healing mod.: +0% (-16%) Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard. This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Helm of the Slow (0 def, 8 armour)Helm of the Slow (0 def, 8 armour) Requires: - Strength 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +8 Fatigue: +4% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +10% temporal / +10% physical Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Pinning immunity: +20% Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Movement speed: -10% Healing mod.: +0% (-16%) Why anyone would want to make a helm look like a snail is beyond you. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] grounding rough leather cap (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. grounding rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +1 Fatigue: +1% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +5% lightning / +6% temporal / +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A cap made of leather. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] linen wizard hat of madness (1 def, 0 armour)This item will automatically be transmogrified when you leave the level. linen wizard hat of madness (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (-7) Defense: +1 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +2 Wil / +2(-4) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Mental save: +12 Disease immunity: +0% (-10%) Confusion immunity: -20% (-30%) Fear immunity: -20% Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Mental crit. chance: +4% Healing mod.: +0% (-16%) It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 92 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.4. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Accuracy: +0 (-7) Armour: +6 Fatigue: +8% Damage (Melee): 0(-10) item temporal energize Changes stats: +5 Str / +0(-5) Dex / +4 Wil / +0(-6) Cun / +5 Con Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid / +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (-8) Spell save: +12 Mental save: +12 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Hat of Arcane Understanding (2 def, 0 armour)Hat of Arcane Understanding (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Accuracy: +0 (-7) Defense: +2 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +20% arcane / +0%(-24%) acid Changes damage: +0%(-12%) acid Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Mana each turn: +2.00 Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Iron Mail of Bloodletting (2 def, 4 armour)Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +4 Defense: +2 Fatigue: +12% Damage (Melee): 0(-10) item temporal energize Changes stats: +2 Str / +0(-5) Dex / +0(-6) Cun / +2 Con Changes resistances: +10%(-14%) acid / +10% fire / +10% darkness / +10% blight Changes damage: +0%(-12%) acid Talent mastery: +0.10 Technique / Bloodthirst Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.50 (-0.30) Maximum life: +0.00 (-43.00) Healing mod.: +30% (+14%) It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] impenetrable steel mail armour of spell shielding (2 def, 11 armour)This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of spell shielding (2 def, 11 armour) Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +11 Defense: +2 Fatigue: +14% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +5% arcane / +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Spell save: +10 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A suit of armour made of mail. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] prismatic dwarven-steel mail armour of Eyal (3 def, 8 armour)This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Accuracy: +0 (-7) Armour: +8 Defense: +3 Fatigue: +16% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +10% light / +12% darkness Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +1.20 (+0.40) Maximum life: +45.00 (+2.00) Healing mod.: +10% (-6%) A suit of armour made of mail. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Glowbraze the cured leather armour (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. Glowbraze the cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +4 Defense: +2 Fatigue: +7% Effects on melee hit: * 10% chance to gain 10% of a turn * 15% chance to blind Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 7 light / 11 physical Changes stats: +0(-5) Dex / +2 Wil / +0(-6) Cun Changes resistances: +13% blight / +12% darkness / +0%(-24%) acid Changes damage: +0%(-12%) acid / +6% temporal Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +28.00 (-15.00) Light radius: +3 Healing mod.: +0% (-16%) A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] rejuvenating cured leather armour (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +4 Defense: +2 Fatigue: +7% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +2.50 (+1.70) Stamina each turn: +0.90 Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] spiked cured leather armour of fire resistance (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. spiked cured leather armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +4 Defense: +2 Fatigue: +7% Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 10 physical Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +15% fire Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] troll-hide cured leather armour (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. troll-hide cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +4 Defense: +2 Fatigue: +7% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +3.80 (+3.00) Maximum life: +0.00 (-43.00) Healing mod.: +13% (-3%) A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Glimmerblood (3 def, 6 armour)This item will automatically be transmogrified when you leave the level. Glimmerblood (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Accuracy: +0 (-7) Armour: +6 Defense: +3 Fatigue: +8% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +21%(-3%) acid / +39% cold Changes damage: +0%(-12%) acid / +9% light / +12% mind Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Light radius: +3 Healing mod.: +0% (-16%) A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Toriregorand the hardened leather armour (3 def, 6 armour)Toriregorand the hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Accuracy: +0 (-7) Armour: +6 Defense: +3 Fatigue: +8% Damage (Melee): 0(-10) item temporal energize Changes stats: +1 Str / +0(-5) Dex / +0(-6) Cun Changes resistances: +16% lightning / +13% blight / +0%(-24%) acid / +5% mind / +10% nature Changes damage: +0%(-12%) acid Grants telepathy: Demon/Minor Demon/Major Physical save: +0 (-20) Mental save: +12 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Infravision radius: +2 Healing mod.: +0% (-16%) A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] spiked hardened leather armour of acid resistance (3 def, 6 armour)This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of acid resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Accuracy: +0 (-7) Armour: +6 Defense: +3 Fatigue: +8% Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 12 physical Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +21%(-3%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] spiked hardened leather armour of command (8 def, 10 armour)This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of command (8 def, 10 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Accuracy: +0 (-7) Armour: +10 Defense: +8 Fatigue: +8% Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 12 physical Changes stats: +2(-4) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Mental save: +12 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] rejuvenating drakeskin leather armour (5 def, 8 armour)This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Accuracy: +0 (-7) Armour: +8 Defense: +5 Fatigue: +8% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +3.00 (+2.20) Stamina each turn: +0.80 Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] fearforged iron plate armour (3 def, 7 armour)This item will automatically be transmogrified when you leave the level. fearforged iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +7 Defense: +3 Fatigue: +25% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +0(-6) Cun / +6 Con Changes resistances: +0%(-24%) acid / +7% fire / -11% light / +5% darkness Changes damage: +0%(-12%) acid Physical save: +6 (-14) Spell save: +6 Mental save: +6 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A suit of armour made of metal plates. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] rejuvenating steel plate armour of temporal resistance (4 def, 9 armour)This item will automatically be transmogrified when you leave the level. rejuvenating steel plate armour of temporal resistance (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +9 Defense: +4 Fatigue: +22% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +17% temporal Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +2.70 (+1.90) Stamina each turn: +0.90 Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A suit of armour made of metal plates. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] steel plate armour of lightning resistance (4 def, 9 armour)This item will automatically be transmogrified when you leave the level. steel plate armour of lightning resistance (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +9 Defense: +4 Fatigue: +22% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +19% lightning / +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) A suit of armour made of metal plates. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Coral Spray (8 def, 8 armour, 48 block)Coral Spray (8 def, 8 armour, 48 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +8 Defense: +8 Fatigue: +12% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +15% cold / +10% fire Changes damage: +0%(-12%) acid Talent granted: +2 Block Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Maximum air capacity: +20.00 Healing mod.: +0% (-16%) Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Timekeeper (4 def, 2 armour, 21 block)Timekeeper (4 def, 2 armour, 21 block) Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +5% temporal Changes damage: +0%(-12%) acid Talent granted: +1 Block Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Wrathroot's Barkwood (9 def, 10 armour, 60 block)Wrathroot's Barkwood (9 def, 10 armour, 60 block) Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +10 Defense: +9 Fatigue: +14% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +20% cold / +20% darkness / +20% nature Changes damage: +0%(-12%) acid Talent granted: +3 Block Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) The barkwood of Wrathroot, made into roughly the shape of a shield. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] crackling steel shield (6 def, 2 armour, 44.5 block)This item will automatically be transmogrified when you leave the level. crackling steel shield (6 def, 2 armour, 44.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage (Melee): 0(-10) item temporal energize Effects when hit in melee: * 11% chance to daze Changes stats: +2(-3) Dex / +0(-6) Cun Changes resistances: +11% lightning / +0%(-24%) acid Changes damage: +0%(-12%) acid Talent granted: +2 Block Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Handheld deflection devices. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] flaming steel shield (6 def, 2 armour, 39.5 block)This item will automatically be transmogrified when you leave the level. flaming steel shield (6 def, 2 armour, 39.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage (Melee): 0(-10) item temporal energize / 6 fire Damage when hit (Melee): 12 fire Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Talent granted: +2 Block Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Handheld deflection devices. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] icy steel shield of acid resistance (+16%) (6 def, 2 armour, 39.5 block)This item will automatically be transmogrified when you leave the level. icy steel shield of acid resistance (+16%) (6 def, 2 armour, 39.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage (Melee): 0(-10) item temporal energize / 6 cold Damage when hit (Melee): 11 ice Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +16%(-8%) acid Changes damage: +0%(-12%) acid Talent granted: +2 Block Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Handheld deflection devices. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] flaming dwarven-steel shield of resilience (8 def, 2 armour, 78 block)This item will automatically be transmogrified when you leave the level. flaming dwarven-steel shield of resilience (8 def, 2 armour, 78 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Accuracy: +0 (-7) Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage (Melee): 0(-10) item temporal energize / 6 fire Damage when hit (Melee): 12 fire Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Talent granted: +3 Block Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +61.00 (+18.00) Healing mod.: +0% (-16%) Handheld deflection devices. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] icy stralite shield of acid resistance (+15%) (10 def, 2 armour, 133 block)This item will automatically be transmogrified when you leave the level. icy stralite shield of acid resistance (+15%) (10 def, 2 armour, 133 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Accuracy: +0 (-7) Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage (Melee): 0(-10) item temporal energize / 6 cold Damage when hit (Melee): 12 ice Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +15%(-9%) acid Changes damage: +0%(-12%) acid Talent granted: +4 Block Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Handheld deflection devices. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] 9 agate9 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +1 Str / +1(-4) Dex / +1 Mag / +1 Wil / +1(-5) Cun / +1 Con Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] 12 spinel12 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Accuracy: +0 (-7) Defense: +2 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +2 (-18) Spell save: +2 Mental save: +2 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] 21 ametrine21 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Accuracy: +0 (-7) Physical crit. chance: +1.0% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid / +2% all Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spell crit. chance: +1% Mental crit. chance: +1% Healing mod.: +0% (-16%) When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] 19 citrine19 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Light radius: +1 Infravision radius: +2 Healing mod.: +0% (-16%) When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] 12 zircon12 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour: +1 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +1% all Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] 4 aquamarine4 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour: +2 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid / +2% all Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] 4 opal4 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +2 Str / +2(-3) Dex / +2 Mag / +2 Wil / +2(-4) Cun / +2 Con Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] 7 topaz7 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Accuracy: +0 (-7) Defense: +4 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +4 (-16) Spell save: +4 Mental save: +4 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] 3 amethyst3 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Accuracy: +0 (-7) Physical crit. chance: +2.0% Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid / +4% all Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Spell crit. chance: +2% Mental crit. chance: +2% Healing mod.: +0% (-16%) When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] 342 alchemist agate342 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Lamp of IllusionLamp of Illusion Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Accuracy: +0 (-7) Defense: +4 Ranged Defense: +4 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +10% light / +0%(-12%) acid Talent mastery: +0.10 Spell / Illusion Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Light radius: +2 Infravision radius: +2 Healing mod.: +0% (-16%) This plain looking lamp is not what it seems. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Wintertide PhialWintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Light radius: +1 Infravision radius: +6 Healing mod.: +0% (-16%) It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (-7) Armour penetration: +5 Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 15 blight Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +4% blight / +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-5) Dex / +5 Wil / +0(-6) Cun Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Mental save: +10 Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Sleep immunity: +100% Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Mindpower: +5 Healing mod.: +0% (-16%) It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When carried: This orb will automatically identify items you find. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] hateful steel torque of kinetic psionic shield [power 43] (20 cooldown)This item will automatically be transmogrified when you leave the level. hateful steel torque of kinetic psionic shield [power 43] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] steel torque of charged psionic shield 'Loryhell' [power 43] (20 cooldown)This item will automatically be transmogrified when you leave the level. steel torque of charged psionic shield 'Loryhell' [power 43] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +0 (-7) Armour penetration: +1 Physical power: +4 Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid / +6% physical Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Only die when reaching: -40.00 life Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 43 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] elm totem of thorny skin [power 15] (20 cooldown)elm totem of thorny skin [power 15] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] elm totem of thorny skin [power 16] (20 cooldown)This item will automatically be transmogrified when you leave the level. elm totem of thorny skin [power 16] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Xanuriawyn [power 1] (7 cooldown)Xanuriawyn [power 1] (7 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 12 mind Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to remove up to 1 poisons or diseases from the target, placing all other charms into a 7 cooldown. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] yew totem of thorny skin 'Blackreaper' [power 35] (20 cooldown)This item will automatically be transmogrified when you leave the level. yew totem of thorny skin 'Blackreaper' [power 35] (20 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 8 darkness Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +6% nature / +0%(-24%) acid Changes damage: +9% darkness / +0%(-12%) acid Talent granted: +3 Rushing Claws Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 6 equilibrium. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Isedarin the Lavafury [power 157] (10 cooldown)This item will automatically be transmogrified when you leave the level. Isedarin the Lavafury [power 157] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 8 acid / 4 fire Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +3%(-21%) acid Changes resistances penetration: +10% acid Changes damage: +0%(-12%) acid Talent granted: +2 Strike Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to fire a bolt of a random element (dam 78-157), placing all other charms into a 10 cooldown. When used: 200% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] supercharged ash wand of clairvoyance [power 10] (8 cooldown)This item will automatically be transmogrified when you leave the level. supercharged ash wand of clairvoyance [power 10] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) acid Changes damage: +0%(-12%) acid Physical save: +0 (-20) Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), placing all other charms into a 8 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Tap to cycle through comparison choices |
[vs. steel ring 'Velotha' (On fingers, 1 of 2)] Bokasta [power 11] (6 cooldown)This item will automatically be transmogrified when you leave the level. Bokasta [power 11] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +0 (-7) Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +6%(-18%) acid / +3% fire / +3% nature Changes damage: +0%(-12%) acid Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Void Blast +2 Strike Physical save: +0 (-20) Poison immunity: +5% Disease immunity: +0% (-10%) Confusion immunity: +0% (-10%) Life regen: +0.00 (-0.80) Maximum life: +0.00 (-43.00) Healing mod.: +0% (-16%) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Tap to cycle through comparison choices |
Achievements
By Victoria the Draconian Brawler level 18
22nd Haze 122nd year of Ascendancy at 14:02 see stats
By Victoria the Draconian Brawler level 14
9th Haze 122nd year of Ascendancy at 12:11 see stats
By Victoria the Draconian Brawler level 22
39th Haze 122nd year of Ascendancy at 03:07 see stats
By Victoria the Draconian Brawler level 8
24th Dusk 122nd year of Ascendancy at 02:57 see stats
By Victoria the Draconian Brawler level 16
11st Haze 122nd year of Ascendancy at 09:13 see stats
By Victoria the Draconian Brawler level 10
63rd Dusk 122nd year of Ascendancy at 16:22 see stats
By Victoria the Draconian Brawler level 20
37th Haze 122nd year of Ascendancy at 01:51 see stats
By Victoria the Draconian Brawler level 10
63rd Dusk 122nd year of Ascendancy at 17:03 see stats
By Victoria the Draconian Brawler level 7
1st Mirth 122nd year of Ascendancy at 04:02 see stats
By Victoria the Draconian Brawler level 15
10th Haze 122nd year of Ascendancy at 11:59 see stats
Log
Victoria throws two quick punches.
Victoria performs a melee critical strike against Bethuth the hornet swarm!
Victoria hits Bethuth the hornet swarm for 105 physical, 5 physical, 6 physical, 5 physical, 76 physical, 5 physical, 6 physical (209 total damage).
Bethuth the hornet swarm fails to use Evasion.
Victoria throws a finishing uppercut.
Victoria performs a melee critical strike against Bethuth the hornet swarm!
Victoria says: 'Yarrrrr gold! [+2 gold gained]'
Victoria hits Bethuth the hornet swarm for 207 physical damage.
Victoria killed Bethuth the hornet swarm!
Victoria picks up ( .): ash magestaff of warding (15-18 power, 3 apr, arcane element).
Victoria picks up ( .): insulating pair of iron boots of uncanny dodging (3 def, 3 armour).
Victoria picks up (k.): grounding steel amulet of magic (+3).
Victoria picks up ( .): Emuba.
Victoria picks up ( .): rough leather gloves of magic (+3) (0 def, 1 armour).
Victoria picks up ( .): mindwoven woollen robe of nature (+15%) (4 def, 0 armour).
Victoria picks up (D.): flaming steel dagger of daylight (11.5-14.95 power, 6 apr).
Victoria picks up (2.): hateful steel longsword of persecution (13.5-18.9 power, 3 apr).
Resting starts...
Talent Double Strike is ready to use.
Talent Spinning Backhand is ready to use.
Talent Combination Kick is ready to use.
Talent Uppercut is ready to use.
Talent Flurry of Fists is ready to use.
Talent Axe Kick is ready to use.
Rested for 22 turns (stop reason: all resources and life at maximum).
Victoria says: 'Keel haul that one!'