Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Star kitty race 1.2.5Adds Star-kitties as a playable race. They're kinda unbalanced, it all started as a joke. Just consider them a way to run around as a space cat. It actually keeps bugging out when I try to upload it to the Steam workshop. No idea why, all my other addons upload fine. It's been like that for ages. If anyone knows why, let me know so I can get it to Steam too. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Utility Supplies 1.1.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.2.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.2.5This 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. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.2.3Bite-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. Gray's Illusions 1.2.4Alright, so this is two parts. A new zone, and a new class that you unlock by finishing said zone. Illusory Wood Trickster Feel free to offer suggestions/feedback/whatever. Midnight 1.2.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Deep Dwarf 1.2.3Adds a dwarven subrace of ancestral worshippers. Racial talents center around healing and are helpful in surviving the early stages on higher difficulty modes, but lack an offensive punch. Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Improved player targetting 1.2.0Player's targetting improvements. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: Improved Stores 1.2.3Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Bunnymorph race 1.2.5Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. Stat modifiers: -3 Strength, +5 Dexterity, -5 Constitution, -2 Magic, 0 Willpower, +5 Cunning, +5 Luck v0.3: Bunny Hop: Haste of the Doomed happened, so Nibble Herbs: Eternal Darkness 1.2.3Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.2.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Sentient Crystal |
| Class | Solipsist |
| Level / Exp | 25 / 21% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 103 (base 24) |
| Dexterity | 94 (base 10) |
| Constitution | 102 (base 16) |
| Magic | 65.367474418977 (base 10) |
| Willpower | 113 (base 40) |
| Cunning | 150 (base 16) |
Resources
| Life | 1307/1307 |
| Mana | 1069/1069 |
| Psi | 540/540 |
| Healing Factor | 2.5 |
| Regeneration | 108.375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +129.79368932039% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 42 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 81 |
| Crit Chance | 95% |
| APR | 83 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 77 |
| Crit Chance | 92% |
| APR | 54 |
| Speed | 0.70 |
Offense: Spell
| Spellpower | 46.789158139659 |
| Crit Chance | 80% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 85.82 |
| Crit Chance | 92% |
| Speed | 1 |
Offense: Damage Bonus
| All | +4% |
Defense: Base
| Armour (hardiness) | 50 (42.708203932499%) |
| Defense | 90.12 |
| Ranged Defense | 94.92 |
| Fatigue | 0 |
| Physical Save | 96.887558333333 |
| Spell Save | 65.622636451971 |
| Mental Save | 100.67916666667 |
Defense: Resistances
| All | + 13%( 83%) |
Defense: Immunities
| Stun Resistance | 84% |
| Confusion Resistance | 97% |
| Poison Resistance | 100% |
| Blind Resistance | 15% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Disarm Resistance | 46% |
| Pinning Resistance | 49% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 64.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.22 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Crystal | 1.00 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.40 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thought-Form: Bowman |
| talent | Crystal Crawl |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+30% global speed). Clarity |
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 met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | active |
You feel drawn to the Echoing Cliffs, where strange lights are seen and people go missing. Echoes of the SpellblazeYou have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. There are also rumours of a regenade Shaloren camp to the west. * You must explore the echoing cliffs. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Dexterity by +2. | done |
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. | 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 avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed honey tree root. | active |
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 within20 lumberjacks have died. | done |
Equipment
| On feet | pair of voratun boots 'Smolderwrecker' (32 def, 16 armour) pair of voratun boots 'Smolderwrecker' (32 def, 16 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +11 Armour: +16 Defense: +32 Ranged Defense: +10 Fatigue: -15% Changes stats: +3 Str / +6 Cun / +9 Con Changes resistances: +6% fire / +9% mind / +3% darkness Changes resistances penetration: +29% physical Maximum encumbrance: +47 Physical save: +38 Mental save: +24 Blindness immunity: +10% Poison immunity: +5% Silence immunity: +50% Confusion immunity: +46% Stun/Freeze immunity: +50% Stamina each turn: +0.90 Maximum life: +59.00 Infravision radius: +3 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Crystal-imbued Gem | topaz topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
| Light source | alchemist's lamp 'Glowraptor' alchemist's lamp 'Glowraptor'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +22 Damage when hit (Melee): 8 mind Changes stats: +8 Cun / +9 Wil Changes resistances: +21% light Changes damage: +22% darkness / +11% mind / +6% light Damage affinity(heal): +10% darkness Grants telepathy: Dragon Physical save: +42 Spell save: +31 Mental save: +50 Equilibrium when hit: +0.08 Maximum life: +60.00 Mindpower: +18 Mental crit. chance: +18% Light radius: -2 Infravision radius: +15 Healing mod.: +22% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 234.51 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Thunderveil' (0 def, 8 armour) dwarven-steel helm 'Thunderveil' (0 def, 8 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +18 Armour: +8 Fatigue: +4% Damage when hit (Melee): 23 lightning / 8 physical / 4 arcane Changes stats: +25 Str / +6 Dex / +9 Wil / +4 Cun / +15 Con / +13 Lck Changes resistances: +11% physical / +19% darkness / +5% arcane Changes damage: +3% arcane / +12% lightning Physical save: +33 Mental save: +20 Spell crit. chance: +5% Mindpower: +5 Mental crit. chance: +5% Infravision radius: +8 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Borodrasus the Toxinbliss (0 def, 2 armour) Borodrasus the Toxinbliss (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +11 Armour: +2 Effects on melee hit: * 16% chance to cause random insanity * Slows global speed by 15% Damage (Melee): 6 acid / 28 darkness / 5 cold / 8 fire / 28 mind / 8 lightning Changes stats: +8 Str / +15 Dex / +22 Mag / +4 Wil / +22 Cun / +4 Con Changes resistances: +3% acid / +16% light / +9% blight / +6% cold / +5% arcane / +16% darkness Changes damage: +16% arcane Talent cooldown: Double Strike (-2 turns) Physical save: +39 Spell save: +6 Mental save: -2 Psi when hit: +0.12 Mindpower: +13 Infravision radius: +4 Activating this item is instant. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 102.20 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Glaresorrow (dig speed 1 turns) Glaresorrow (dig speed 1 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Armour: +8 Defense: +13 Effects on melee hit: * 30% chance to blind * 30% chance to corrode armor Changes stats: +5 Str Changes resistances: +16% physical Changes resistances penetration: +5% acid / +16% physical / +10% light Changes damage: +3% acid / +27% fire / +33% mind / +6% light Mental save: +30 Lowers spell cool-downs by: 10% Light radius: +1 Infravision radius: +6 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Coalbraid CoalbraidInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 Physical power: +15 Defense: +42 Effects on melee hit: * 14% chance to cause random insanity Damage (Melee): 20 bleed Effects on ranged hit: * 20% chance to cause random insanity Damage (Ranged): 13 bleed Changes stats: +5 Str / +9 Dex / +7 Wil / +21 Cun / +11 Con Changes resistances: +30% blight / +1% physical / +28% nature Changes resistances penetration: +5% darkness Mental save: +14 Poison immunity: +51% Disease immunity: +50% Confusion immunity: +32% Life regen: +3.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Hate when firing a critical mind attack: +3.00 Maximum life: +200.00 Maximum mana: +60.00 Maximum hate: +14.00 Spell crit. chance: +2% Mindpower: +15 Healing mod.: +55% Damage Shield penetration: +40% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| On fingers | Elytha the voratun ring Elytha the voratun ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 Defense: +52 Effects on melee hit: * 19% chance to cause random insanity Damage (Melee): 16 bleed Effects on ranged hit: * 20% chance to cause random insanity Damage (Ranged): 20 bleed Changes stats: +9 Str / +17 Wil / +26 Cun / +9 Con Changes resistances: +30% blight / +15% nature / +40% acid Changes resistances penetration: +20% mind Changes damage: +20% acid / +9% mind / +19% blight Mental save: +34 Poison immunity: +27% Disease immunity: +23% Disarm immunity: +46% Pinning immunity: +44% Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +0.40 Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 Maximum life: +137.00 Maximum hate: +12.00 Mindpower: +14 Healing mod.: +55% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| Around neck | gold amulet 'Cyrukira' gold amulet 'Cyrukira'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +6 Physical crit. chance: +5.0% Armour: +6 Defense: +9 Fatigue: -14% Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 11% chance to inflict damage reduction * 10% chance to blind Changes stats: +16 Dex / +4 Mag / +4 Wil / +16 Cun / +19 Con Changes resistances: +22% lightning / +6% nature / +9% mind Changes resistances cap: +5% all Changes resistances penetration: +15% blight Changes damage: +6% acid / +11% light / +7% cold / +6% fire / +7% lightning / +10% darkness Talent mastery: +0.22 Cunning / Survival Critical mult.: +13.00% Physical save: +32 Spell save: +20 Mental save: +16 Blindness immunity: +5% Poison immunity: +5% Confusion immunity: +19% Pinning immunity: +5% Stun/Freeze immunity: +34% Life regen: +4.00 Stamina each turn: +2.00 Maximum life: +51.00 Spellpower: +5 Spell crit. chance: +5% Mindpower: +11 Movement speed: +20% Damage Shield penetration: +10% Amulets can have magical properties. |
| In main hand | pulsing mindstar 'Starpower' (12.5-13.75 power, 32 apr, mind damage) pulsing mindstar 'Starpower' (12.5-13.75 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +14.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 47% chance to blind Damage Shield penetration (this weapon only): +30% Damage (Melee): +15 nature slow / +9 fire / +13 temporal When wielded/worn: Damage when hit (Melee): 35 lightning / 8 physical / 8 fire / 9 acid / 8 cold Changes stats: +7 Str / +7 Dex / +8 Mag / +7 Wil / +7 Cun / +8 Con Changes resistances: +35% lightning / +10% temporal / +9% darkness / +9% acid / +9% fire / +17% cold / +9% mind / +8% physical Changes resistances penetration: +29% lightning / +19% mind / +13% darkness Changes damage: +29% lightning / +10% temporal / +9% light / +16% darkness / +8% fire / +30% mind / +10% nature Physical save: +6 Spell save: +7 Mental save: +16 Equilibrium when hit: +1.60 Psi when hit: +1.40 Mana when firing critical spell: +2.00 Maximum psi: +42.00 Spell crit. chance: +2% Mindpower: +14 Mental crit. chance: +9% Light radius: +3 Damage Shield penetration: +20% Damage Resonance (when hit): +21% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Arctrail the drakeskin leather belt Arctrail the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +6 Physical crit. chance: +5.0% Physical power: +6 Fatigue: -28% Effects on melee hit: * 30% chance to corrode armor Damage when hit (Melee): 8 lightning / 8 physical Changes stats: +6 Dex / +6 Mag / +5 Cun / +10 Lck Changes resistances: +24% fire / +27% cold Changes resistances penetration: +10% acid / +19% physical Changes damage: +35% physical Critical mult.: +14.00% Reduces incoming crit damage: 5.00% Trap disarming bonus: +30 Stealth bonus: +14 Maximum encumbrance: +161 Mana each turn: +0.60 Maximum life: +130.00 Maximum mana: +126.00 Maximum stamina: +54.00 Maximum hate: +17.00 Maximum psi: +35.00 Maximum vim: +34.00 Maximum pos.energy: +38.00 Maximum neg.energy: +35.00 Infravision radius: +6 Reduces paradox failures(equivalent to willpower): +40 A belt that goes around your waist. |
| In off hand | Glarebearer the reinforced leather whip (33.5-36.85 power, 3 apr) Glarebearer the reinforced leather whip (33.5-36.85 power, 3 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 Base power: 33.5 - 36.9 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +11.0% Attack speed: 143% On weapon hit: * 17% chance to daze * 21% chance to corrode armor * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +50 insidious poison / +16 acid / +17 mind / +48 % trip chance When wielded/worn: Accuracy: +22 Armour penetration: +13 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light / 4 lightning Changes stats: +4 Str / +7 Dex / +3 Mag / +4 Wil / +4 Cun / +2 Con Changes resistances penetration: +13% lightning / +13% physical / +13% darkness / +10% fire / +13% mind / +13% acid Changes damage: +15% fire / +13% physical Life regen: +2.00 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. A long, leather whip. |
| Cloak | elven-silk cloak 'Tarryhell' (27 def, 0 armour) elven-silk cloak 'Tarryhell' (27 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 Armour penetration: +10 Physical crit. chance: +1.0% Defense: +27 Changes stats: +7 Str / +16 Dex / +6 Mag / +12 Wil / +13 Cun / +9 Con Changes resistances: +30% temporal / +25% fire / +22% light / +54% darkness Changes resistances penetration: +5% temporal / +12% arcane / +19% darkness Changes damage: +14% arcane / +23% darkness Talent mastery: +0.40 Technique / Combat training Critical mult.: +26.00% Stealth bonus: +36 Physical save: +13 Spell save: -25 Life regen: +0.40 Stamina each turn: +1.10 Mana each turn: -0.60 Maximum mana: +100.00 Maximum stamina: +10.00 Spellpower: +10 Spell crit. chance: +14% Mental crit. chance: +8% Defense after a teleport: +26 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 10 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cyretira the hardened leather armour (15 def, 10 armour) Cyretira the hardened leather armour (15 def, 10 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 Armour: +10 Defense: +15 Ranged Defense: +14 Fatigue: +8% Damage (Melee): 8 lightning Damage (Ranged): 8 lightning Damage when hit (Melee): 10 acid / 10 fire / 8 cold / 10 lightning Changes stats: +9 Str / +2 Dex Changes resistances: +54% lightning / +11% physical / +16% darkness / +10% fire / +40% cold / +18% acid Changes resistances penetration: +15% arcane Allows you to breathe in: water Critical mult.: +15.00% Mental save: +6 Life regen: +31.70 Equilibrium when hit: +0.04 Psi when hit: +0.04 Maximum life: +75.00 Light radius: +3 Healing mod.: +85% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
regeneration infusion of the sneak (heal 627 over 5 turns) regeneration infusion of the sneak (heal 627 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 627 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 7; power 21; turns 4; dispells darkness) sun infusion (rad 7; power 21; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 5; power 20; turns 4; dispells darkness) sun infusion (rad 5; power 20; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 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 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 23%; cure magical, physical) wild infusion of the duelist (resist 23%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 23% for 4 turns. Its effects scale with your Dexterity 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. |
oxygen infusion of the psychic (stamina 300 over 10 turns) oxygen infusion of the psychic (stamina 300 over 10 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to restore 300 stamina and air over 10 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
oxygen infusion of the psychic (stamina 286 over 10 turns) oxygen infusion of the psychic (stamina 286 over 10 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to restore 286 stamina and air over 10 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
2 infusion patches of clearing 2 infusion patches of clearingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
infusion patch of light healing infusion patch of light healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
3 infusion patches of lesser healing 3 infusion patches of lesser healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 2 It can be used to heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
manasurge rune of the titan (1024% regen over 10 turns; 51 instant mana) manasurge rune of the titan (1024% regen over 10 turns; 51 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1024% over 10 turns and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution 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. |
reconstruction rune of the psychic (heal 381; cure a cut or wound) reconstruction rune of the psychic (heal 381; cure a cut or wound)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 381 life, and cure one cut or wound effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
reconstruction rune of the sneak (heal 445; cure a cut or wound) reconstruction rune of the sneak (heal 445; cure a cut or wound)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 445 life, and cure one cut or wound effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
reconstruction rune of the warrior (heal 318; cure a cut or wound) reconstruction rune of the warrior (heal 318; cure a cut or wound)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 318 life, and cure one cut or wound effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarity rune of the wizard (dur 19; resist 43%, reduce 33%; see demon) clarity rune of the wizard (dur 19; resist 43%, reduce 33%; see demon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to magically improve your perception of reality. It immediately removes up to 1 concussion, confusion or blindness effect. For 19 turns you gain blindness and confusion immunity (43%), and each turn you have a 33% chance to reduce the duration of each hostile mental effect. Your magically enhanced senses allow you to see invisible and stealthed creatures (power 84), and you automatically sense any demon around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
2 scrolls of phase door 2 scrolls of phase doorPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 1 It can be used to teleport randomly in a range of 15, with a minimum range of 3. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
2 scrolls of teleportation 2 scrolls of teleportationPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 2 It can be used to teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Odd Symbol Odd SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
Stormvice the steel amulet Stormvice the steel amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 Armour penetration: +6 Physical crit. chance: +5.0% Armour: +5 Defense: +8 Effects on melee hit: * 47% chance to corrode armor Changes stats: +3 Mag / +3 Wil / +4 Con Changes resistances: +24% lightning / +9% physical / +3% darkness / +17% mind / +9% temporal Changes resistances cap: +4% all Changes resistances penetration: +5% lightning Talent masteries: +0.19 Psionic / Psychic Assault +0.19 Psionic / Slumber Critical mult.: +13.00% Physical save: +28 Spell save: +15 Mental save: +25 Confusion immunity: +45% Stun/Freeze immunity: +31% Stamina each turn: +0.60 Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +36.00 Mindpower: +9 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. clarifying steel amulet of constitution (+3)clarifying steel amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% mind Confusion immunity: +25% Amulets can have magical properties. |
Shadowstun ShadowstunPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +38 Armour penetration: +8 Physical crit. chance: +6.0% Defense: +32 Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 12 light / 13 darkness Effects when hit in melee: * 11% chance to inflict damage reduction * 12% chance to blind Changes stats: +9 Str / +8 Dex / +14 Wil / +26 Lck Changes resistances: +25% temporal / +25% mind / +5% arcane Changes resistances penetration: +10% darkness Changes damage: +13% light / +13% darkness Talent masteries: +0.31 Psionic / Dreaming +0.31 Psionic / Feedback Critical mult.: +18.00% Mental save: +12 Confusion immunity: +65% Pinning immunity: +44% Knockback immunity: +44% Mindpower: +10 Light radius: +3 Reduce all damage from unseen attackers: 34% Amulets can have magical properties. |
Harideldir the voratun amulet Harideldir the voratun amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +20 Fatigue: -10% Changes stats: +7 Str / +19 Dex / +1 Mag / +12 Wil / +10 Cun / +10 Con Changes resistances: +1% physical Changes damage: +28% blight / +22% physical / +29% fire Critical mult.: +36.00% Reduces incoming crit damage: 15.00% Physical save: +9 Mental save: +26 Blindness immunity: +37% Confusion immunity: +46% Life regen: +2.20 Stamina each turn: +1.50 Spellpower: +23 Mindpower: +30 Infravision radius: +7 Sight radius: +2 See invisible: +14 Movement speed: +10% Combat speed: +20% Amulets can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 54 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
This item will automatically be transmogrified when you leave the level. marksman's steel ring of frost (+20%)marksman's steel ring of frost (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
steel ring 'Brightthorn' steel ring 'Brightthorn'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +21 Armour penetration: +22 Physical power: +26 Defense: +22 Damage when hit (Melee): 8 light Changes stats: +6 Str / +12 Mag / +11 Wil / +6 Cun / +9 Con Changes resistances: +23% light Changes damage: +13% light / +6% nature Spell save: +38 Maximum stamina: +19.00 Spellpower: +23 Mindpower: +27 Light radius: +2 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring 'Silosetira' voratun ring 'Silosetira'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +64 Armour penetration: +45 Armour: +20 Defense: +153 Effects on melee hit: * 25% chance to blind Effects on ranged hit: * 35% chance to blind Changes stats: +10 Str / +10 Dex / +27 Cun / +6 Con Changes resistances: +36% lightning / +1% physical / +5% arcane Changes damage: +18% lightning Reduces incoming crit damage: 5.00% Physical save: +10 Spell save: +19 Maximum stamina: +35.00 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. acidic iron dagger of phasing (10-13 power, 9 apr)acidic iron dagger of phasing (10-13 power, 9 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% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +9% Damage (Melee): +4 acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing iron dagger (9.5-12.35 power, 5 apr)arcing iron dagger (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron dagger of phasing (10-13 power, 11 apr)balanced iron dagger of phasing (10-13 power, 11 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +9% When wielded/worn: Accuracy: +4 Defense: +5 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming iron dagger (9.5-12.35 power, 5 apr)flaming iron dagger (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming iron dagger of erosion (11-14.3 power, 5 apr)flaming iron dagger of erosion (11-14.3 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 nature / +5 temporal Burst (radius 1) on hit: +5 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful iron dagger of dampening (9.5-12.35 power, 5 apr)hateful iron dagger of dampening (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +5% Living When wielded/worn: Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Spell save: +5 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of daylight (9-11.7 power, 5 apr)iron dagger of daylight (9-11.7 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 light Damage against: +6% Undead Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of massacre (14.5-18.85 power, 5 apr)iron dagger of massacre (14.5-18.85 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 14.5 - 18.9 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. tangling iron dagger of dampening (10-13 power, 5 apr)tangling iron dagger of dampening (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Spell save: +4 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. tangling iron dagger of erosion (10-13 power, 5 apr)tangling iron dagger of erosion (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 nature / +5 temporal When wielded/worn: Damage when hit (Melee): 4 nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Flashglamour the steel dagger (20-26 power, 6 apr)Flashglamour the steel dagger (20-26 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 20% chance to cause random insanity * 11% chance to daze Damage (Melee): +9 darkness / +9 bleed / +20 fire Burst (radius 2) on crit: +8 fire Damage against: +8% Living When wielded/worn: Accuracy: +8 Physical power: +22 Damage when hit (Melee): 4 mind Changes stats: +3 Str / +5 Dex / +3 Mag / +3 Wil / +3 Cun / +14 Con Changes resistances: +9% light / +4% all Changes resistances penetration: +8% lightning / +23% physical / +8% nature / +8% fire Changes damage: +6% fire Critical mult.: +8.00% Stealth bonus: +9 Spell save: +9 Disarm immunity: +44% Global speed: +2% * Grants [Throat Slitter] Talent Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing steel dagger (12-15.6 power, 6 apr)arcing 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% Dex, 45% Cun Damage type: Physical Mastery: Weapons 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): +5 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel dagger (11.5-14.95 power, 6 apr)flaming steel dagger (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% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious steel dagger (14-18.2 power, 6 apr)insidious steel dagger (14-18.2 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +17 insidious poison Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious steel dagger of phasing (12-15.6 power, 12 apr)insidious steel dagger of phasing (12-15.6 power, 12 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +15% Damage (Melee): +8 insidious poison Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious steel dagger of projection (11-14.3 power, 6 apr)insidious steel dagger of projection (11-14.3 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 insidious poison / +6 mind 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. |
This item will automatically be transmogrified when you leave the level. manaburning steel dagger of projection (12-15.6 power, 6 apr)manaburning steel dagger of projection (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 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% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 8 arcane resource burn Damage (Melee): +4 mind 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. |
This item will automatically be transmogrified when you leave the level. steel dagger of erosion (11.5-14.95 power, 6 apr)steel dagger of erosion (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 nature / +4 temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of massacre (18-23.4 power, 6 apr)steel dagger of massacre (18-23.4 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. enduring mossy mindstar of balance (3-3.3 power, 12 apr, mind damage)enduring mossy mindstar of balance (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +5 Changes resistances: +6% nature / +5% physical Talent mastery: +0.10 Technique / Conditioning Physical save: +3 Spell save: +3 Mental save: +3 Equilibrium when hit: +0.50 Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted mossy mindstar of balance (2.5-2.75 power, 12 apr, mind damage)gifted mossy mindstar of balance (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +2 Spell save: +2 Mental save: +3 Equilibrium when hit: +0.60 Mindpower: +3 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted mossy mindstar of clarity (3-3.3 power, 12 apr, mind damage)gifted mossy mindstar of clarity (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mental save: +2 Maximum psi: +14.00 Mindpower: +3 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. manaburning mossy mindstar of clarity (2.5-2.75 power, 12 apr, nature damage)manaburning mossy mindstar of clarity (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 12 arcane resource burn When wielded/worn: Mental save: +3 Maximum psi: +10.00 Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mossy mindstar of life (2-2.2 power, 12 apr, mind damage)mossy mindstar of life (2-2.2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Life regen: +0.60 Maximum life: +12.00 Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Arythel the Chargestalker (5-5.5 power, 18 apr, nature damage)Arythel the Chargestalker (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 11% chance to corrode armor * Slows global speed by 9% * 47% chance to cause random insanity Damage (Melee): +8 acid / +6 cold / +6 temporal Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +4 acid Damage against: +15% Undead When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 5 lightning / 6 physical / 5 darkness / 6 acid / 4 fire / 6 mind / 6 cold Changes resistances: +5% lightning / +12% darkness / +10% fire / +9% nature / +5% acid / +5% physical / +15% blight / +5% cold / +19% mind / +6% light Changes resistances penetration: +14% mind / +9% darkness Changes damage: +9% temporal / +23% darkness / +5% cold / +19% mind / +4% nature Mental save: +5 Disease immunity: +16% Stamina when hit: +1.30 Psi when hit: +1.00 Maximum psi: +24.00 Mindpower: +7 Mental crit. chance: +5% Infravision radius: +3 Damage Resonance (when hit): +13% It can be used to divide the mindstar in two, placing all other charms into a 1 cooldown. 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. |
This item will automatically be transmogrified when you leave the level. blooming vined mindstar of clarity (6-6.6 power, 18 apr, nature damage)blooming vined mindstar of clarity (6-6.6 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: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mental save: +4 Maximum psi: +10.00 Mindpower: +2 Mental crit. chance: +2% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +8 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming vined mindstar of clarity (6-6.6 power, 18 apr, nature damage) blooming vined mindstar of clarity (6-6.6 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: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mental save: +3 Maximum psi: +10.00 Mindpower: +2 Mental crit. chance: +2% Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. blooming vined mindstar of life (4-4.4 power, 18 apr, mind damage)blooming vined mindstar of life (4-4.4 power, 18 apr, mind 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: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.50 Maximum life: +17.00 Mindpower: +2 Mental crit. chance: +2% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +6 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying vined mindstar (4.5-4.95 power, 18 apr, mind damage)horrifying vined mindstar (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +2% mind / +3% darkness Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying vined mindstar of life (4.5-4.95 power, 18 apr, nature damage)horrifying vined mindstar of life (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind / 3 darkness Changes damage: +2% mind / +2% darkness Life regen: +0.60 Maximum life: +10.00 Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. manaburning vined mindstar of life (5-5.5 power, 18 apr, nature damage)manaburning vined mindstar of life (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn When wielded/worn: Life regen: +0.50 Maximum life: +11.00 Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's vined mindstar of balance (5-5.5 power, 18 apr, mind damage)nature's vined mindstar of balance (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +2% nature Physical save: +3 Spell save: +3 Mental save: +3 Disease immunity: +10% Equilibrium when hit: +0.70 Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's vined mindstar of slime (6-6.6 power, 18 apr, mind damage)nature's vined mindstar of slime (6-6.6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Changes resistances: +2% blight Changes damage: +4% nature Disease immunity: +11% Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's vined mindstar of slime (5.5-6.05 power, 18 apr, nature damage)nature's vined mindstar of slime (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Changes resistances: +2% blight Changes damage: +5% nature Disease immunity: +10% Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. vined mindstar (5-5.5 power, 18 apr, nature damage)vined mindstar (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 Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. vined mindstar of life (6-6.6 power, 18 apr, mind damage)vined mindstar of life (6-6.6 power, 18 apr, mind 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: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.50 Maximum life: +11.00 Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's thorny mindstar of balance (8-8.8 power, 24 apr, nature damage)nature's thorny mindstar of balance (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +2% nature Physical save: +3 Spell save: +5 Mental save: +4 Disease immunity: +12% Equilibrium when hit: +1.10 Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ivebeth the Ravenwalker (12-13.2 power, 32 apr, nature damage) Ivebeth the Ravenwalker (12-13.2 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction On weapon crit: * wounds the target Damage (Melee): +9 temporal / +9 fire / +8 cold / +26 bleed Damage against: +25% Undead When wielded/worn: Physical crit. chance: +26.0% Armour: +9 Damage when hit (Melee): 17 ice / 8 physical Changes resistances: +13% temporal / +30% light / +8% fire / +13% nature / +7% physical / +11% blight / +26% cold / +20% mind / +29% darkness Changes resistances penetration: +17% cold / +25% darkness / +9% physical Changes damage: +34% physical / +9% light / +13% temporal / +26% cold / +6% darkness / +9% fire Mental save: +28 Stamina when hit: +1.70 Hate when firing a critical mind attack: +3.00 Maximum psi: +73.00 Mindpower: +4 Mental crit. chance: +17% Light radius: +3 Infravision radius: +12 See stealth: +21 See invisible: +13 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kindleblur (16-17.6 power, 40 apr, mind damage) Kindleblur (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Burst (radius 2) on crit: +12 light Damage against: +27% Unnatural When wielded/worn: Damage when hit (Melee): 17 lightning / 18 physical / 19 cold / 19 acid / 18 fire Changes resistances: +17% lightning / +3% temporal / +23% light / +19% fire / +9% nature / +17% acid / +19% physical / +9% blight / +19% cold / +23% mind Changes resistances penetration: +13% mind / +8% darkness Changes damage: +18% darkness / +10% nature / +17% mind Mental save: +9 Blindness immunity: +5% Disease immunity: +25% Cut immunity: +5% Knockback immunity: +5% Life regen: +1.80 Maximum life: +48.00 Maximum psi: +50.00 Mindpower: +15 Mental crit. chance: +10% See stealth: +19 See invisible: +25 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. |
This item will automatically be transmogrified when you leave the level. kinetic living mindstar (15.5-17.05 power, 40 apr, nature damage)kinetic living mindstar (15.5-17.05 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 physical When wielded/worn: Changes resistances: +7% acid / +6% physical Changes damage: +10% physical Mindpower: +5 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. iron longsword of massacre (16-22.4 power, 2 apr)iron longsword of massacre (16-22.4 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. tangling iron longsword of projection (11-15.4 power, 2 apr)tangling iron longsword of projection (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 mind When wielded/worn: Damage when hit (Melee): 5 nature 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, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Zubiminne (14.5-20.3 power, 3 apr)Zubiminne (14.5-20.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +3 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 11% chance to disease * 13% chance to corrode armor * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +10 lightning / +10 blight / +23 mind When wielded/worn: Armour penetration: +18 Physical crit. chance: +18.0% Physical power: +9 Changes resistances: +6% acid / +9% light / +6% lightning Changes resistances penetration: +9% acid / +17% physical Changes damage: +18% physical Grants telepathy: Dragon Demon/Major Demon/Minor Spell save: +6 Disease immunity: +20% Life regen: +1.30 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, long, and deadly. |
This item will automatically be transmogrified when you leave the level. acidic steel longsword of massacre (21-29.4 power, 3 apr)acidic steel longsword of massacre (21-29.4 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 21.0 - 29.4 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% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. piercing steel longsword (16.5-23.1 power, 3 apr)piercing steel longsword (16.5-23.1 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword (14-19.6 power, 3 apr)steel longsword (14-19.6 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 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% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword of dampening (12.5-17.5 power, 3 apr)steel longsword of dampening (12.5-17.5 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 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% When wielded/worn: Changes resistances: +7% acid / +8% fire / +8% lightning / +7% cold Spell save: +7 Sharp, long, and deadly. |
stralite longsword 'Ichorwaker' (32-44.8 power, 5 apr) stralite longsword 'Ichorwaker' (32-44.8 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +3.0% APR / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +5 Physical crit. chance: +23.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 27% chance to daze * 20% chance to torment the target Damage Shield penetration (this weapon only): +10% Damage (Melee): +32 insidious poison / +8 blight / +16 mind / +17 nature / +16 temporal Burst (radius 1) on hit: +16 nature When wielded/worn: Armour penetration: +10 Physical crit. chance: +13.0% Damage when hit (Melee): 11 nature Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances: +6% nature Changes resistances penetration: +13% lightning / +13% darkness / +5% nature / +13% mind Changes damage: +6% lightning Critical mult.: +18.00% Spellpower on spell critical (stacks up to 3 times): +4 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, long, and deadly. |
Adyvena the voratun longsword (70-98 power, 6 apr) Adyvena the voratun longsword (70-98 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 70.0 - 98.0 Uses stat: 100% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 39% chance to disease * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +38 blight / +8 temporal / +20 acid When wielded/worn: Accuracy: +12 Physical crit. chance: +15.0% Changes stats: +7 Dex Changes resistances: +9% acid / +12% temporal Changes resistances penetration: +29% acid / +13% darkness / +32% fire / +29% cold / +9% mind / +31% lightning Mental save: +29 Disease immunity: +65% Silence immunity: +15% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. arcing iron mace of vileness (12-16.8 power, 2 apr)arcing iron mace of vileness (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 7% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +6 blight Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. insidious iron mace (12.5-17.5 power, 2 apr)insidious iron mace (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +11 insidious poison Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. acidic steel mace of massacre (16.5-23.1 power, 3 apr)acidic steel mace of massacre (16.5-23.1 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.5 - 23.1 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: * splashes the target with acid Damage (Melee): +8 acid Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered steel mace of erosion (11-15.4 power, 3 apr)slime-covered steel mace of erosion (11-15.4 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 11.0 - 15.4 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 hit: * Slows global speed by 6% Damage (Melee): +7 temporal / +7 nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace 'Aeruriwen' (17.5-24.5 power, 3 apr)steel mace 'Aeruriwen' (17.5-24.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (30% chance level 2). On weapon hit: * 46% chance to disease * Random elemental explosion On weapon crit: * wounds the target reducing their healing Damage (Melee): +44 blight / +11 mind When wielded/worn: Armour penetration: +17 Physical crit. chance: +18.0% Physical power: +9 Damage when hit (Melee): 8 acid Changes stats: +4 Str / +1 Cun Changes resistances penetration: +10% acid / +9% physical / +10% cold / +10% fire / +10% lightning Changes damage: +9% physical Grants telepathy: Humanoid/Orc Critical mult.: +13.00% Reduces incoming crit damage: 10.00% Disease immunity: +56% Light radius: +2 See invisible: +3 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. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace 'Kindlespawn' (17.5-24.5 power, 3 apr)steel mace 'Kindlespawn' (17.5-24.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +22 temporal / +8 nature / +13 cold Burst (radius 1) on hit: +22 light Damage conversion: 69% light When wielded/worn: Armour penetration: +18 Physical crit. chance: +26.0% Physical power: +18 Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Damage when hit (Melee): 11 temporal / 4 fire Changes stats: +3 Con Changes resistances: +3% lightning / +14% temporal / +6% nature Changes resistances penetration: +17% light / +9% physical Critical mult.: +28.00% Spell save: +20 Disarm immunity: +20% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Obsidianjustice the dragonbone club (47.5-66.5 power, 6 apr)Obsidianjustice the dragonbone club (47.5-66.5 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +19 mind / +12 temporal Burst (radius 2) on crit: +19 ice When wielded/worn: Armour penetration: +25 Physical crit. chance: +29.0% Armour: +14 Damage when hit (Melee): 14 temporal Changes stats: +3 Str / +1 Dex / +1 Con Changes resistances: +9% darkness / +16% temporal Changes resistances penetration: +38% acid / +10% darkness / +51% fire / +58% cold / +48% lightning Critical mult.: +40.00% Infravision radius: +3 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. Blunt and deadly. |
Tulindil (46.5-65.1 power, 6 apr) Tulindil (46.5-65.1 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 52% chance to corrode armor * 45 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * burns latent spell energy Damage (Melee): +38 insidious poison / +20 nature When wielded/worn: Armour penetration: +29 Physical crit. chance: +15.0% Physical power: +14 Changes stats: +6 Con Changes resistances: +9% darkness / +6% fire / +9% nature / +10% all Changes resistances penetration: +26% acid / +25% physical / +10% nature Changes damage: +14% physical Critical mult.: +19.00% Physical save: +3 Spell save: +12 Poison immunity: +10% Disarm immunity: +17% Teleport immunity: +5% Life regen: +4.20 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. acidic iron waraxe of projection (11.5-16.1 power, 2 apr)acidic iron waraxe of projection (11.5-16.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 mind / +6 acid 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. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced iron waraxe of paradox (12-16.8 power, 2 apr)balanced iron waraxe of paradox (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 temporal When wielded/worn: Accuracy: +6 Defense: +6 Damage when hit (Melee): 6 temporal Changes resistances: +7% temporal One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hateful iron waraxe (11-15.4 power, 2 apr)hateful iron waraxe (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +6% Living One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious iron waraxe (12-16.8 power, 2 apr)insidious iron waraxe (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +11 insidious poison One-handed war axes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's iron waraxe (12-16.8 power, 2 apr)plaguebringer's iron waraxe (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 6% chance to disease Damage (Melee): +5 blight When wielded/worn: Disease immunity: +11% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. acidic steel waraxe of daylight (13-18.2 power, 3 apr)acidic steel waraxe of daylight (13-18.2 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 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% On weapon crit: * splashes the target with acid Damage (Melee): +7 light / +6 acid Damage against: +7% Undead One-handed war axes. |
This item will automatically be transmogrified when you leave the level. crushing steel waraxe (14-19.6 power, 3 apr)crushing steel waraxe (14-19.6 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. cutting steel waraxe of massacre (17.5-24.5 power, 3 apr)cutting steel waraxe of massacre (17.5-24.5 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.6% crit / acc Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. cutting steel waraxe of massacre (21-29.4 power, 3 apr)cutting steel waraxe of massacre (21-29.4 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.6% crit / acc Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. cutting steel waraxe of massacre (19-26.6 power, 3 apr)cutting steel waraxe of massacre (19-26.6 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.6% crit / acc Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. piercing steel waraxe of phasing (13.5-18.9 power, 8 apr)piercing steel waraxe of phasing (13.5-18.9 power, 8 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +8 Physical crit. chance: +7.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe of persecution (12.5-17.5 power, 3 apr)steel waraxe of persecution (12.5-17.5 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 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 against: +8% Unnatural When wielded/worn: Changes stats: +2 Wil One-handed war axes. |
This item will automatically be transmogrified when you leave the level. woodsman's steel waraxe of erosion (15-21 power, 3 apr)woodsman's steel waraxe of erosion (15-21 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 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): +15 nature / +9 temporal Damage against: +5% Plants When wielded/worn: Changes resistances: +10% nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Dourwill (20.5-28.7 power, 4 apr)Dourwill (20.5-28.7 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +10 darkness Burst (radius 2) on crit: +38 ice Damage against: +12% Living When wielded/worn: Armour penetration: +11 Physical crit. chance: +37.0% Physical power: +10 Armour: +20 Damage when hit (Melee): 12 darkness Changes stats: +4 Dex / +2 Wil Changes resistances: +3% temporal Changes resistances penetration: +15% darkness / +21% cold Critical mult.: +15.00% See invisible: +3 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Shadowblight the dwarven-steel waraxe (23-32.2 power, 4 apr)Shadowblight the dwarven-steel waraxe (23-32.2 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.2% crit / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armor * 17 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +20% Damage (Melee): +34 insidious poison / +13 nature / +13 darkness Burst (radius 2) on crit: +15 ice / +8 darkness Damage against: +13% Living When wielded/worn: Physical crit. chance: +22.0% Physical power: +10 Armour: +10 Damage when hit (Melee): 11 nature Changes stats: +1 Mag Changes resistances: +6% darkness / +6% all Changes resistances penetration: +11% nature / +11% cold Changes damage: +6% darkness Spellpower on spell critical (stacks up to 3 times): +4 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Dourbrand the voratun waraxe (43-60.2 power, 6 apr)Dourbrand the voratun waraxe (43-60.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.2% crit / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +6 Physical crit. chance: +18.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +18 lightning / +23 darkness Burst (radius 2) on crit: +8 darkness Damage against: +16% Living When wielded/worn: Accuracy: +11 Armour penetration: +12 Physical crit. chance: +40.0% Defense: +14 Effects on melee hit: * 30% chance to inflict damage reduction * 30% chance to corrode armor Changes resistances: +9% acid / +7% all Changes resistances penetration: +15% nature / +11% physical Changes damage: +3% acid / +15% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. acidic rough leather whip of daylight (9-9.9 power, 0 apr)acidic rough leather whip of daylight (9-9.9 power, 0 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 9.0 - 9.9 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +0 Physical crit. chance: +3.0% Attack speed: 125% On weapon crit: * splashes the target with acid Damage (Melee): +6 light / +5 acid Damage against: +5% Undead A long, leather whip. |
This item will automatically be transmogrified when you leave the level. hateful rough leather whip of massacre (16-17.6 power, 0 apr)hateful rough leather whip of massacre (16-17.6 power, 0 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 16.0 - 17.6 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +0 Physical crit. chance: +3.0% Attack speed: 125% Damage (Melee): +5 darkness Damage against: +6% Living A long, leather whip. |
This item will automatically be transmogrified when you leave the level. insidious rough leather whip of massacre (14.5-15.95 power, 0 apr)insidious rough leather whip of massacre (14.5-15.95 power, 0 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 14.5 - 16.0 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +0 Physical crit. chance: +3.0% Attack speed: 125% Damage (Melee): +12 insidious poison A long, leather whip. |
This item will automatically be transmogrified when you leave the level. thorned rough leather whip of projection (10.5-11.55 power, 4 apr)thorned rough leather whip of projection (10.5-11.55 power, 4 apr) Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 10.5 - 11.6 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 125% Damage (Melee): +6 bleed / +6 mind / +7 poison When wielded/worn: Accuracy: +4 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. A long, leather whip. |
This item will automatically be transmogrified when you leave the level. Glitterbait (12.5-13.75 power, 10 apr)Glitterbait (12.5-13.75 power, 10 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 2 Base power: 12.5 - 13.8 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 143% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 9% chance to inflict damage reduction * 19% chance to disease * 20% chance to curse the target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +27% Damage (Melee): +11 acid / +26 blight When wielded/worn: Accuracy: +8 Physical crit. chance: +17.0% Physical power: +17 Effects on melee hit: * 47% chance to blind Changes stats: +3 Dex / +4 Con Changes resistances: +12% acid Changes resistances penetration: +10% acid / +8% physical / +9% mind / +8% darkness Disease immunity: +17% Disarm immunity: +20% A long, leather whip. |
cured leather whip 'Airenvy' (13-14.3 power, 1 apr) cured leather whip 'Airenvy' (13-14.3 power, 1 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 2 Base power: 13.0 - 14.3 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +1 Physical crit. chance: +4.0% Attack speed: 143% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 21% chance to disease * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage (Melee): +22 blight / +11 lightning / +36 % trip chance Burst (radius 1) on hit: +11 fire When wielded/worn: Accuracy: +31 Physical crit. chance: +9.0% Physical power: +9 Defense: +9 Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +4 Dex Changes resistances: +9% lightning / +5% arcane Changes damage: +6% arcane / +9% physical Disease immunity: +37% Stamina when hit: +1.30 A long, leather whip. |
This item will automatically be transmogrified when you leave the level. manaburning cured leather whip (11-12.1 power, 1 apr)manaburning cured leather whip (11-12.1 power, 1 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / whip ; tier 2 Base power: 11.0 - 12.1 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +1 Physical crit. chance: +4.0% Attack speed: 125% On weapon hit: * 12 arcane resource burn A long, leather whip. |
This item will automatically be transmogrified when you leave the level. manaburning cured leather whip of tripping (13-14.3 power, 1 apr)manaburning cured leather whip of tripping (13-14.3 power, 1 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 2 Base power: 13.0 - 14.3 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +1 Physical crit. chance: +4.0% Attack speed: 125% On weapon hit: * 10 arcane resource burn Damage (Melee): +22 % trip chance When wielded/worn: Accuracy: +4 A long, leather whip. |
Tempestnoon the reinforced leather whip (29-31.9 power, 3 apr) Tempestnoon the reinforced leather whip (29-31.9 power, 3 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 Base power: 29.0 - 31.9 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +1.0% APR / acc Accuracy bonus: +1.0% turn loss / acc Armour Penetration: +3 Physical crit. chance: +13.0% Attack speed: 125% On weapon hit: * 29% chance to daze * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +43 % trip chance Burst (radius 2) on crit: +16 fire When wielded/worn: Accuracy: +7 Physical crit. chance: +26.0% Physical power: +26 Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 11 nature Changes stats: +3 Str / +4 Dex / +3 Mag / +3 Wil / +4 Cun / +9 Con Changes resistances: +6% lightning / +12% temporal / +6% darkness / +3% cold / +9% all Changes resistances penetration: +13% lightning / +13% physical / +10% darkness / +13% fire / +10% nature / +13% mind Changes damage: +3% nature Disarm immunity: +30% Global speed: +5% A long, leather whip. |
Gleamhunter the drakeskin leather whip (58.5-64.35 power, 4 apr) Gleamhunter the drakeskin leather whip (58.5-64.35 power, 4 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 58.5 - 64.4 Uses stat: 100% Dex Damage type: Light Mastery: Agile Mastery Accuracy bonus: +1.0% APR / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 Physical crit. chance: +15.0% Attack speed: 125% Damage (Melee): +30 cold / +63 % trip chance Burst (radius 2) on crit: +57 ice When wielded/worn: Accuracy: +44 Armour: +30 Defense: +12 Changes stats: +7 Str Changes resistances: +9% light / +9% cold Changes resistances penetration: +25% cold Changes damage: +13% physical Spell save: +29 Stamina when hit: +2.20 Light radius: +3 A long, leather whip. |
This item will automatically be transmogrified when you leave the level. cool dull aurastonecool dull aurastone Requires: - Magic 11 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 1 When wielded/worn: A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
This item will automatically be transmogrified when you leave the level. transparent shiny aurastonetransparent shiny aurastone Requires: - Magic 16 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 2 When wielded/worn: A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
This item will automatically be transmogrified when you leave the level. gifted elm club of life (12-16.8 power, 2 apr)gifted elm club of life (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / club ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Life regen: +0.60 Maximum life: +10.00 Mindpower: +3 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. insidious ash club (14-19.6 power, 3 apr)insidious ash club (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / club ; tier 2 Base power: 14.0 - 19.6 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): +10 insidious poison Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. insidious iron rapier (12-15.6 power, 2 apr)insidious iron rapier (12-15.6 power, 2 apr) Requires: - Dexterity 10 - Strength 10 Infused by nature 2.50 Encumbrance. Type: weapon / rapier ; tier 1 Base power: 12.0 - 15.6 Uses stats: 40% Str, 40% Dex, 40% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +12 insidious poison A light sword. |
This item will automatically be transmogrified when you leave the level. piercing iron rapier of disarming (11.5-14.95 power, 2 apr)piercing iron rapier of disarming (11.5-14.95 power, 2 apr) Requires: - Dexterity 10 - Strength 10 Crafted by a master 2.50 Encumbrance. Type: weapon / rapier ; tier 1 Base power: 11.5 - 15.0 Uses stats: 40% Str, 40% Dex, 40% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +1.0% APR / acc Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +2 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Defense: +3 A light sword. |
This item will automatically be transmogrified when you leave the level. piercing steel rapier of massacre (20-26 power, 3 apr)piercing steel rapier of massacre (20-26 power, 3 apr) Requires: - Dexterity 14 - Strength 14 Crafted by a master 2.50 Encumbrance. Type: weapon / rapier ; tier 2 Base power: 20.0 - 26.0 Uses stats: 40% Str, 40% Dex, 40% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 100% A light sword. |
This item will automatically be transmogrified when you leave the level. steel rapier of massacre (20.5-26.65 power, 3 apr)steel rapier of massacre (20.5-26.65 power, 3 apr) Requires: - Dexterity 14 - Strength 14 Crafted by a master 2.50 Encumbrance. Type: weapon / rapier ; tier 2 Base power: 20.5 - 26.7 Uses stats: 40% Str, 40% Dex, 40% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 100% A light sword. |
This item will automatically be transmogrified when you leave the level. tangling steel rapier of massacre (20.5-26.65 power, 3 apr)tangling steel rapier of massacre (20.5-26.65 power, 3 apr) Requires: - Dexterity 14 - Strength 14 Infused by nature Crafted by a master 2.50 Encumbrance. Type: weapon / rapier ; tier 2 Base power: 20.5 - 26.7 Uses stats: 40% Str, 40% Dex, 40% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 nature A light sword. |
This item will automatically be transmogrified when you leave the level. Aerewen the Voidsun (19.5-25.35 power, 4 apr)Aerewen the Voidsun (19.5-25.35 power, 4 apr) Requires: - Strength 20 - Dexterity 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 3 Base power: 19.5 - 25.4 Uses stats: 40% Cun, 40% Str, 40% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +1.0% disarm chance / acc Accuracy bonus: +1.0% def buff chance / acc (5 def 44 max 4 dur) Armour Penetration: +4 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 19% chance to disease * 47% chance to corrode armor * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 blight / +24 acid Burst (radius 1) on hit: +16 darkness When wielded/worn: Physical crit. chance: +19.0% Physical power: +11 Defense: +8 Damage when hit (Melee): 8 acid Changes stats: +6 Dex Changes resistances: +6% acid Changes resistances penetration: +21% acid Life regen: +2.70 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. A light sword. |
This item will automatically be transmogrified when you leave the level. Aerotha the Radiancerune (52-67.6 power, 27 apr)Aerotha the Radiancerune (52-67.6 power, 27 apr) Requires: - Strength 20 - Dexterity 20 Infused by nature Crafted by a master Infused by psionic forces 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 3 Base power: 52.0 - 67.6 Uses stats: 40% Cun, 40% Str, 40% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +1.6% crit.pwr / acc Accuracy bonus: +2.0% APR / acc Accuracy bonus: +0.5% turn gain (self) / acc Accuracy bonus: +1.0% def buff chance / acc (5 def 44 max 5 dur) Armour Penetration: +27 Physical crit. chance: +21.0% Attack speed: 100% On weapon hit: * 14% chance to corrode armor * 20% chance to daze * 25% chance to put talents on cooldown Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +11 Physical power: +11 Defense: +11 Changes stats: +3 Str / +6 Dex / +6 Mag / +3 Wil / +3 Cun / +7 Con Changes resistances: +3% light Changes resistances penetration: +11% lightning / +11% physical / +11% acid Mental save: +20 Disarm immunity: +25% Life regen: +1.70 Mindpower: +4 Infravision radius: +2 A light sword. |
voratun rapier 'Growthkin' (50-65 power, 31 apr) voratun rapier 'Growthkin' (50-65 power, 31 apr)Requires: - Strength 38 - Dexterity 38 Powered by arcane forces Crafted by a master Infused by psionic forces 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 5 Base power: 50.0 - 65.0 Uses stats: 40% Str, 40% Dex, 40% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% crit.pwr / acc Accuracy bonus: +2.5% procs dam / acc Accuracy bonus: +2.0% APR / acc Accuracy bonus: +2.0% disarm chance / acc Armour Penetration: +31 Physical crit. chance: +25.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +4 light Burst (radius 1) on hit: +40 arcane When wielded/worn: Armour penetration: +27 Physical crit. chance: +15.0% Physical power: +15 Defense: +22 Effects on melee hit: * Slows global speed by 45% Changes stats: +3 Dex / +6 Con Changes resistances: +15% lightning / +6% temporal / +5% arcane / +3% darkness Changes resistances penetration: +17% acid / +28% physical / +17% cold / +17% lightning / +14% fire Changes damage: +9% physical Critical mult.: +20.00% Spell save: +9 Silence immunity: +50% Disarm immunity: +30% Mana each turn: +0.35 Combat speed: +14% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. When carried: Stealth bonus: -50 Taunts Nearby Enemies: Every turn each enemy within 6 spaces has a 30% chance of being taunted. (Both range and chance stack.) A light sword. |
This item will automatically be transmogrified when you leave the level. blighted steel ritual blade of surging (10.5-13.65 power, 6 apr)blighted steel ritual blade of surging (10.5-13.65 power, 6 apr) Requires: - Magic 14 - Dexterity 14 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / ritual blade ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 9% blight When wielded/worn: Changes damage: +9% blight Spellpower on spell critical (stacks up to 3 times): +3 Spell crit. chance: +7% Sharp, short and deadly. |
Blackwar the stralite ritual blade (38-49.4 power, 9 apr) Blackwar the stralite ritual blade (38-49.4 power, 9 apr)Requires: - Magic 28 - Dexterity 28 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / ritual blade ; tier 4 Base power: 38.0 - 49.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * martyrs the target causing them to take your spellpower percent of any damage they do, for 4 turns Damage conversion: 21% lightning / 21% mind / 16% blight When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +6% acid / +5% arcane / +6% darkness Changes resistances penetration: +27% fire / +15% nature / +15% temporal Changes damage: +14% lightning / +15% mind / +14% blight Spell save: +6 Mana each turn: +0.26 Maximum mana: +64.00 Spell crit. chance: +8% Talent on hit(spell): Turn Back the Clock (40% chance level 15). Sharp, short and deadly. |
voratun ritual blade 'Ragyrin' (25-32.5 power, 9 apr) voratun ritual blade 'Ragyrin' (25-32.5 power, 9 apr)Requires: - Magic 38 - Dexterity 38 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / ritual blade ; tier 5 Base power: 25.0 - 32.5 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * curse the target reducing their resistances by a third of your spellpower, for 4 turns Damage conversion: 18% cold / 24% blinding physical / 24% mind When wielded/worn: Armour penetration: +8 Physical crit. chance: +24.0% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 8 mind Changes stats: +3 Cun Changes resistances: +3% cold / +3% light / +6% temporal Changes resistances penetration: +16% acid / +16% darkness / +30% arcane / +12% blight Changes damage: +16% physical / +13% mind / +16% cold Critical mult.: +14.00% Spell save: +3 Equilibrium when hit: +0.04 Spell crit. chance: +10% Mental crit. chance: +1% Light radius: -2 Infravision radius: +2 Talent on hit(spell): Manathrust (50% chance level 20). Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel sceptre of mana warping (11-15.4 power, 3 apr)steel sceptre of mana warping (11-15.4 power, 3 apr) Requires: - Magic 14 - Constitution 14 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 2 Base power: 11.0 - 15.4 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Arcane Vortex (10% chance level 1). Damage conversion: 13% arcane silence When wielded/worn: Changes resistances penetration: +11% arcane Spellpower: +6 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel sceptre of time (12-16.8 power, 3 apr)steel sceptre of time (12-16.8 power, 3 apr) Requires: - Magic 14 - Constitution 14 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 2 Base power: 12.0 - 16.8 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +17 temporal When wielded/worn: Changes damage: +11% temporal Spellpower: +6 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel spear of projection (16-22.4 power, 5 apr)flaming steel spear of projection (16-22.4 power, 5 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / spear ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 83% Damage (Melee): +7 mind Burst (radius 1) on hit: +7 fire Thrust Range: 2 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. A spear. |
This item will automatically be transmogrified when you leave the level. hooked steel spear (14.5-20.3 power, 9 apr)hooked steel spear (14.5-20.3 power, 9 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / spear ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +3.0% Attack speed: 83% Damage (Melee): +20 % trip chance Thrust Range: 2 When wielded/worn: Physical power: +4 A spear. |
This item will automatically be transmogrified when you leave the level. Mardiblek (32-44.8 power, 14 apr)Mardiblek (32-44.8 power, 14 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 3 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +14 Physical crit. chance: +3.5% Attack speed: 83% On weapon hit: * 47% chance to corrode armor * Random elemental explosion Damage (Melee): +5 temporal / +44 % trip chance Burst (radius 1) on hit: +13 lightning Damage conversion: 39% lightning Thrust Range: 2 When wielded/worn: Armour penetration: +19 Physical crit. chance: +22.0% Physical power: +8 Damage when hit (Melee): 13 temporal Changes resistances: +9% acid / +14% temporal Changes resistances penetration: +51% acid / +51% fire / +63% lightning / +49% cold Changes damage: +12% lightning / +12% mind / +6% acid Critical mult.: +32.00% Hate when firing a critical mind attack: +1.00 Mindpower: +4 It can be used to activate talent Lightning, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 14/14. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful beam of lightning, doing 80.28 to 240.85 damage The damage will increase with your Spellpower. A spear. |
This item will automatically be transmogrified when you leave the level. deadly iron throwing knives of daylight (4/4, 14-18.2 power, 5 apr)deadly iron throwing knives of daylight (4/4, 14-18.2 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / throwing knives ; tier 1 Base power: 14.0 - 18.2 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Firing range: +3 Capacity: 4 Damage (Ranged): +7 light Damage against: +5% Undead These knives are specially weighted to be thrown. |
This item will automatically be transmogrified when you leave the level. psychokinetic iron throwing knives of accuracy (6/6, 9.5-12.35 power, 5 apr)psychokinetic iron throwing knives of accuracy (6/6, 9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / throwing knives ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +6 Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Firing range: +3 Capacity: 6 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +18 physical These knives are specially weighted to be thrown. |
This item will automatically be transmogrified when you leave the level. acidic steel throwing knives of paradox (4/4, 10-13 power, 6 apr)acidic steel throwing knives of paradox (4/4, 10-13 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / throwing knives ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Firing range: +3 Capacity: 4 On weapon crit: * splashes the target with acid Damage (Melee): +5 acid Damage (Ranged): +5 temporal These knives are specially weighted to be thrown. |
This item will automatically be transmogrified when you leave the level. barbed steel throwing knives (3/3, 9-11.7 power, 6 apr)barbed steel throwing knives (3/3, 9-11.7 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: weapon / throwing knives ; tier 2 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Firing range: +3 Capacity: 3 On weapon crit: * wounds the target Damage (Ranged): +7 bleed These knives are specially weighted to be thrown. |
This item will automatically be transmogrified when you leave the level. cruel elm vilestaff (10-12 power, 2 apr, physical damage)cruel elm vilestaff (10-12 power, 2 apr, physical damage) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% acid Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elm vilestaff of hiking (10-12 power, 2 apr, physical damage)cruel elm vilestaff of hiking (10-12 power, 2 apr, physical damage) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Maximum encumbrance: +12 Maximum stamina: +11.00 Spellpower: +3 Spell crit. chance: +1% Movement speed: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm vilestaff of projection (10-12 power, 2 apr, physical damage)elm vilestaff of projection (10-12 power, 2 apr, physical damage) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Talent granted: +1 Command Staff Spellpower: +5 Spell crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level. infernal elm vilestaff (10-12 power, 2 apr, physical damage)infernal elm vilestaff (10-12 power, 2 apr, physical damage) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 16 fire Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +6 Spell crit. chance: +1% See invisible: +6 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff 'Salarimira' (31-37.2 power, 3 apr, physical damage)ash starstaff 'Salarimira' (31-37.2 power, 3 apr, physical damage) Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 31.0 - 37.2 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 physical When wielded/worn: Accuracy: +20 Physical crit. chance: +15.0% Armour: +12 Defense: +23 Effects on melee hit: * 11% chance to blind Damage (Melee): 23 fire Changes stats: +5 Con Changes resistances: +15% temporal Maximum wards: +2 darkness Changes damage: +15% darkness / +9% blight Talents granted: +3 Ward +1 Command Staff Critical mult.: +23.00% Physical save: +5 Spell save: +10 Life regen: +1.10 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +60.00 Maximum neg.energy: +28.00 Spellpower: +24 Spell crit. chance: +2% Mental crit. chance: +1% Light radius: +2 See invisible: +9 Healing mod.: +14% It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff of vines (15-18 power, 3 apr, physical damage)ash starstaff of vines (15-18 power, 3 apr, physical damage) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 5 nature Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +5 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent ash vilestaff of might (20-24 power, 3 apr, physical damage)potent ash vilestaff of might (20-24 power, 3 apr, physical damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash magestaff of hiking (15-18 power, 3 apr, physical damage)shimmering ash magestaff of hiking (15-18 power, 3 apr, physical damage) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Maximum encumbrance: +10 Mana each turn: +0.12 Maximum mana: +30.00 Maximum stamina: +12.00 Spellpower: +6 Spell crit. chance: +2% Movement speed: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash magestaff of vines (15-18 power, 3 apr, physical damage)shimmering ash magestaff of vines (15-18 power, 3 apr, physical damage) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 9 nature Changes damage: +15% fire Talent granted: +1 Command Staff Mana each turn: +0.15 Maximum mana: +33.00 Spellpower: +6 Spell crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +5 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging ash starstaff (15-18 power, 3 apr, physical damage)surging ash starstaff (15-18 power, 3 apr, physical damage) 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: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Earthjustice (42-50.4 power, 4 apr, physical damage)Earthjustice (42-50.4 power, 4 apr, physical damage) Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 nature / +14 physical Damage conversion: 40% nature When wielded/worn: Accuracy: +11 Physical crit. chance: +11.0% Changes stats: +4 Wil Changes resistances penetration: +11% nature Changes damage: +42% acid / +13% nature / +9% blight Talent granted: +1 Command Staff Critical mult.: +15.00% Physical save: +10 Spell save: +10 Mental save: +21 Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +58.00 Maximum neg.energy: +32.00 Spellpower: +25 Spell crit. chance: +32% Light radius: -1 Heals friendly targets nearby when you use a nature summon: +59 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. |
This item will automatically be transmogrified when you leave the level. Salyrakira the elven-wood starstaff (36-43.2 power, 5 apr, physical damage)Salyrakira the elven-wood starstaff (36-43.2 power, 5 apr, physical damage) Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 36.0 - 43.2 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +17 physical Burst (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +17 Physical crit. chance: +61.0% Armour: +8 Armour Hardiness: +10% Damage (Melee): 29 fire Changes stats: +9 Mag / +7 Cun / +18 Con Changes resistances: +6% acid / +9% temporal Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +122.00% Physical save: +10 Life regen: +3.40 Psi when hit: +0.08 Vim when firing critical spell: +6.00 Maximum vim: +36.00 Maximum neg.energy: +44.00 Spellpower: +37 Spell crit. chance: +4% Mindpower: +12 See invisible: +17 Healing mod.: +47% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Arthoresarak the dragonbone magestaff (30-36 power, 6 apr, physical damage)Arthoresarak the dragonbone magestaff (30-36 power, 6 apr, physical damage) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Armour: +23 Defense: +47 Effects on melee hit: * 18% chance to disease Damage (Melee): 10 % chance of confusion Damage when hit (Melee): 4 arcane Changes stats: +9 Cun Changes resistances: +15% lightning / +6% mind Maximum wards: +3 lightning Changes damage: +30% lightning / +9% blight Talents granted: +10 Ward +1 Command Staff Critical mult.: +17.00% Maximum encumbrance: +25 Mental save: +12 Mana each turn: +0.26 Vim when firing critical spell: +5.00 Maximum mana: +100.00 Maximum stamina: +22.00 Maximum vim: +32.00 Maximum pos.energy: +37.00 Spellpower: +23 Spell crit. chance: +5% Movement speed: +17% Damage Shield penetration: +59% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. sharp iron battleaxe of vileness (15.5-23.25 power, 1 apr)sharp iron battleaxe of vileness (15.5-23.25 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 7% chance to disease Damage (Melee): +12 blight Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced steel battleaxe of paradox (21-31.5 power, 2 apr)balanced steel battleaxe of paradox (21-31.5 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: 21.0 - 31.5 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% Damage (Melee): +10 temporal When wielded/worn: Accuracy: +7 Defense: +9 Damage when hit (Melee): 12 temporal Changes resistances: +10% temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. manaburning steel battleaxe (19-28.5 power, 2 apr)manaburning steel battleaxe (19-28.5 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14 arcane resource burn Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Elenobar the dwarven-steel battleaxe (52-78 power, 2 apr)Elenobar the dwarven-steel battleaxe (52-78 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 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: +2 Physical crit. chance: +6.5% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +52 nature / +16 temporal Burst (radius 2) on crit: +26 ice / +20 fire When wielded/worn: Accuracy: +16 Physical power: +14 Armour: +16 Fatigue: -2% Damage when hit (Melee): 8 physical Changes stats: +6 Dex / +6 Con Changes resistances: +19% acid / +17% fire / +19% cold / +5% arcane / +17% lightning Changes resistances penetration: +16% physical / +16% fire / +5% arcane / +16% cold Changes damage: +3% physical Reduces incoming crit damage: 15.00% Spell save: +16 Disarm immunity: +27% Global speed: +6% * Grants [Heavy Strike] Talent Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. cutting iron greatmaul of daylight (21-31.5 power, 1 apr)cutting iron greatmaul of daylight (21-31.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 light Damage against: +9% Undead Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. hateful iron greatmaul (17-25.5 power, 1 apr)hateful iron greatmaul (17-25.5 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +7% Living Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Flarewinnow the steel greatmaul (36.5-54.75 power, 2 apr)Flarewinnow the steel greatmaul (36.5-54.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 6.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 36.5 - 54.8 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% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 16% chance to disease On weapon crit: * cripple the target Damage (Melee): +16 acid / +16 blight / +21 cold / +12 fire Burst (radius 1) on hit: +4 mind When wielded/worn: Armour penetration: +38 Physical crit. chance: +64.0% Physical power: +12 Damage when hit (Melee): 8 fire Changes stats: +4 Wil / +5 Con Changes resistances penetration: +5% mind / +13% physical Changes damage: +12% fire Critical mult.: +60.00% Disease immunity: +28% Disarm immunity: +28% Hate when firing a critical mind attack: +2.00 * Grants [Heavy Strike] Talent Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. insidious steel greatsword of massacre (36-57.6 power, 2 apr)insidious steel greatsword of massacre (36-57.6 power, 2 apr) Requires: - Strength 16 Infused by nature 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: 36.0 - 57.6 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% Damage (Melee): +19 insidious poison Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of massacre (36.5-58.4 power, 2 apr)steel greatsword of massacre (36.5-58.4 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: 36.5 - 58.4 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% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thought-forged steel greatsword of erosion (25.5-40.8 power, 2 apr)thought-forged steel greatsword of erosion (25.5-40.8 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14% chance to cause random insanity Damage (Melee): +7 temporal / +10 nature / +9 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Massive two-handed swords. |
stralite greatsword 'Blazewinnow' (56.5-90.4 power, 3 apr) stralite greatsword 'Blazewinnow' (56.5-90.4 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 56.5 - 90.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +1.2% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +10.5% Attack speed: 100% On weapon hit: * 47% chance to daze * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +135 insidious poison / +20 temporal / +24 nature / +24 mind When wielded/worn: Armour penetration: +16 Physical crit. chance: +19.0% Physical power: +38 Changes stats: +1 Mag / +2 Wil / +14 Con Changes resistances penetration: +55% physical Changes damage: +19% physical Spell save: +26 Disarm immunity: +84% Light radius: +3 See invisible: +9 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. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Arctickler the blue-steel trident (33.5-53.6 power, 8 apr)Arctickler the blue-steel trident (33.5-53.6 power, 8 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 111% On weapon hit: * 47% chance to gain 10% of a turn * 20 arcane resource burn * 24% chance to daze * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +16 nature Burst (radius 2) on crit: +8 lightning / +16 fire When wielded/worn: Accuracy: +37 Physical crit. chance: +26.0% Defense: +25 Changes stats: +3 Str / +10 Dex / +3 Mag / +5 Wil / +3 Cun / +5 Con Changes resistances penetration: +12% lightning / +13% fire Changes damage: +3% lightning Spell save: +3 Spellpower: +2 Spell crit. chance: +5% Global speed: +4% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. insidious blue-steel trident (19.5-31.2 power, 8 apr)insidious blue-steel trident (19.5-31.2 power, 8 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 19.5 - 31.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Damage (Melee): +20 insidious poison A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. insidious blue-steel trident of daylight (16-25.6 power, 8 apr)insidious blue-steel trident of daylight (16-25.6 power, 8 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Damage (Melee): +13 light / +20 insidious poison Damage against: +13% Undead A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. acidic elm greatclub of erosion (19-28.5 power, 1 apr)acidic elm greatclub of erosion (19-28.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid / +6 temporal / +6 nature Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. elm greatclub of balance (20-30 power, 1 apr)elm greatclub of balance (20-30 power, 1 apr) Requires: - Strength 11 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 1 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Physical save: +4 Spell save: +4 Mental save: +3 Equilibrium when hit: +0.72 Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. Vorama the Fireoozer (28.5-42.75 power, 2 apr)Vorama the Fireoozer (28.5-42.75 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatclub ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 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% On weapon hit: * 20 arcane resource burn * Slows global speed by 11% * disrupts spell-casting Damage (Melee): +8 fire Burst (radius 2) on crit: +18 ice Damage against: +12% Undead / +17% Unnatural / +17% Animal When wielded/worn: Armour: +11 Damage (Melee): 11 nature Changes resistances: +3% lightning / +11% temporal / +26% darkness / +3% fire / +9% nature / +6% all / +11% blight / +8% cold / +20% mind / +23% light Changes resistances penetration: +11% cold / +11% nature / +10% fire Changes damage: +5% light / +12% fire Spell save: +29 Mental save: +6 Stamina when hit: +2.00 Maximum psi: +28.00 Mindpower: +8 Light radius: +4 Infravision radius: +3 See stealth: +14 See invisible: +9 Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. crushing ash greatclub of massacre (36-54 power, 2 apr)crushing ash greatclub of massacre (36-54 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 2 It must be held with both hands. Base power: 36.0 - 54.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. cunning ash greatclub (31.5-47.25 power, 2 apr)cunning ash greatclub (31.5-47.25 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 2 It must be held with both hands. Base power: 31.5 - 47.3 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% When wielded/worn: Changes stats: +3 Cun Critical mult.: +11.00% Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. hateful ash greatclub of dampening (27.5-41.25 power, 2 apr)hateful ash greatclub of dampening (27.5-41.25 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 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): +6 darkness Damage against: +9% Living When wielded/worn: Changes resistances: +9% acid / +9% fire / +11% lightning / +10% cold Spell save: +8 Massive two-handed clubs. |
Airwing the dragonbone greatclub (66.5-99.75 power, 4 apr) Airwing the dragonbone greatclub (66.5-99.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatclub ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +11 ice / +24 nature slow / +9 cold / +12 fire / +31 temporal / +11 bleed Damage against: +30% Animal When wielded/worn: Accuracy: +18 Physical crit. chance: +36.0% Damage (Melee): 18 nature Changes stats: +8 Str / +3 Wil / +10 Con Changes resistances: +12% lightning / +12% temporal / +12% light / +12% fire Changes resistances penetration: +15% mind / +18% darkness Changes damage: +9% lightning / +31% physical / +12% darkness / +12% fire / +23% cold / +14% nature / +44% temporal Mental save: +12 Life regen: +5.00 Stamina when hit: +3.00 Hate when firing a critical mind attack: +1.00 Maximum life: +93.00 Mental crit. chance: +17% Infravision radius: +14 Massive two-handed clubs. |
Unlight's kiss (67.5-101.25 power, 4 apr) Unlight's kiss (67.5-101.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatclub ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage Shield penetration (this weapon only): +50% Damage (Melee): +10 cold / +9 temporal Burst (radius 1) on hit: +22 fire Damage against: +29% Undead When wielded/worn: Accuracy: +18 Armour penetration: +16 Physical crit. chance: +17.0% Physical power: +17 Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +8 Str / +3 Wil / +9 Con Changes resistances: +23% darkness / +16% nature / +18% blight / +12% fire / +30% mind / +40% light Changes resistances penetration: +17% acid / +16% physical / +12% darkness / +20% fire / +20% lightning / +18% cold Changes damage: +16% temporal / +16% physical / +20% darkness / +11% cold Talent masteries: +0.24 Cursed / Darkness +0.24 Cursed / Dark sustenance +0.12 Psionic / Voracity Critical mult.: +24.00% Spell save: +6 Blindness immunity: +30% Disarm immunity: +42% Stamina when hit: +5.00 Hate per kill: +5.00 Psi per kill: +6.00 Infravision radius: +5 See stealth: +17 See invisible: +30 It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 20 cooldown. Massive two-handed clubs. |
dragonbone greatclub 'Loamblow' (66.5-99.75 power, 4 apr) dragonbone greatclub 'Loamblow' (66.5-99.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatclub ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +24 lightning / +22 mind Burst (radius 1) on hit: +8 physical When wielded/worn: Armour penetration: +15 Physical crit. chance: +30.0% Physical power: +34 Changes stats: +1 Str / +2 Dex / +11 Con Changes resistances: +54% light / +56% mind Changes resistances penetration: +33% physical Changes damage: +6% nature / +14% physical Physical save: +5 Spell save: +10 Mental save: +20 Disarm immunity: +24% Stamina each turn: +0.40 Equilibrium when hit: +3.00 Maximum life: +30.00 Maximum psi: +46.00 See stealth: +51 See invisible: +58 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. Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. iron greatspear of massacre (24.5-39.2 power, 4 apr)iron greatspear of massacre (24.5-39.2 power, 4 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatspear ; tier 1 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 83% Thrust Range: 2 A heavy spear. |
This item will automatically be transmogrified when you leave the level. thought-forged iron greatspear of sweeping (16-25.6 power, 4 apr)thought-forged iron greatspear of sweeping (16-25.6 power, 4 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatspear ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 83% On weapon hit: * 14% chance to cause random insanity Damage (Melee): +8 mind Thrust Range: 2 When wielded/worn: Changes stats: +2 Cun / +3 Wil * Grants [Sweeping Blows] Talent A heavy spear. |
This item will automatically be transmogrified when you leave the level. hateful steel greatspear of erosion (26-41.6 power, 5 apr)hateful steel greatspear of erosion (26-41.6 power, 5 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatspear ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 83% Damage (Melee): +8 temporal / +9 darkness / +8 nature Damage against: +6% Living Thrust Range: 2 A heavy spear. |
This item will automatically be transmogrified when you leave the level. steel greatspear (21-33.6 power, 5 apr)steel greatspear (21-33.6 power, 5 apr) Requires: - Strength 16 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatspear ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 83% Thrust Range: 2 A heavy spear. |
This item will automatically be transmogrified when you leave the level. tangling steel greatspear (25-40 power, 5 apr)tangling steel greatspear (25-40 power, 5 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatspear ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 83% Thrust Range: 2 When wielded/worn: Damage when hit (Melee): 6 nature A heavy spear. |
Abyssrock (47-75.2 power, 8 apr) Abyssrock (47-75.2 power, 8 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatspear ; tier 4 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +4.5% Attack speed: 91% On weapon hit: * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +51 insidious poison / +36 temporal / +59 nature / +4 fire Burst (radius 2) on crit: +30 ice Thrust Range: 3 When wielded/worn: Accuracy: +16 Physical crit. chance: +32.0% Armour: +16 Changes stats: +8 Dex Changes resistances: +6% fire Changes resistances penetration: +16% cold / +16% mind / +16% darkness Changes damage: +3% temporal Grants telepathy: Demon/Minor Demon/Major Maximum hate: +8.00 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +40 A heavy spear. |
Halezor (62-99.2 power, 24 apr) Halezor (62-99.2 power, 24 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatspear ; tier 4 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +24 Physical crit. chance: +4.5% Attack speed: 83% On weapon hit: * 35% chance to daze On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +51% Burst (radius 1) on hit: +54 lightning / +8 mind Damage conversion: 160% lightning Thrust Range: 2 When wielded/worn: Armour penetration: +32 Physical crit. chance: +32.0% Changes stats: +5 Str / +4 Dex / +4 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +8% all Changes resistances penetration: +78% lightning / +11% physical / +16% nature / +5% mind Changes damage: +58% lightning / +15% physical / +6% arcane Critical mult.: +29.00% Mental save: +10 Mana each turn: +0.04 Spellpower: +8 It can be used to activate talent Lightning, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 14/14. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful beam of lightning, doing 59.61 to 178.84 damage The damage will increase with your Spellpower. A heavy spear. |
This item will automatically be transmogrified when you leave the level. elm longbow of powerelm longbow of power Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Changes resistances penetration: +9% physical Changes damage: +9% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. elm longbow of recursionelm longbow of recursion Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When this weapon hits: Shoot (10% chance level 1). Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty elm longbow of powermighty elm longbow of power Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +5 Changes stats: +2 Str Changes resistances penetration: +9% physical Changes damage: +8% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady elm longbow of lightningsteady elm longbow of lightning Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +5 lightning When wielded/worn: Accuracy: +6 Changes damage: +9% lightning Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ash longbow of fireash longbow of fire Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +5 fire When wielded/worn: Changes damage: +8% fire Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Morbusschism the yew longbowMorbusschism the yew longbow Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 47% Damage (Ranged): +13 fire / +42 nature When wielded/worn: Accuracy: +27 Physical crit. chance: +17.0% Physical power: +19 Changes stats: +9 Str Changes resistances: +14% all Changes resistances penetration: +19% nature / +11% physical Changes damage: +27% physical / +16% fire Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Critical mult.: +5.00% Life regen: +0.40 Healing mod.: +15% Damage Shield penetration: +28% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. BrodondilBrodondil Requires: - Dexterity 35 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 13% chance to daze When wielded/worn: Physical power: +24 Effects on ranged hit: * 21 arcane resource burn Changes stats: +11 Str / +11 Dex / +4 Mag / +11 Wil / +9 Cun / +11 Con Changes resistances: +6% acid / +3% light / +6% lightning Changes resistances penetration: +13% lightning / +67% physical Changes damage: +62% physical Talent masteries: +0.20 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Mindpower: +9 Healing mod.: +5% It can be used to regenerate 132 life over 5 turns, placing all other charms into a 20 cooldown. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. rough leather slingrough leather sling Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows of accuracy (16/16, 14-19.6 power, 5 apr)quiver of elm arrows of accuracy (16/16, 14-19.6 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 16 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Splendourstrider the quiver of yew arrows (16/16, 37.5-52.5 power, 18 apr)Splendourstrider the quiver of yew arrows (16/16, 37.5-52.5 power, 18 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 3 Base power: 37.5 - 52.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +17 Armour Penetration: +18 Physical crit. chance: +10.0% Capacity: 16 When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 27% chance to disease * 10% chance to create an air burst On weapon crit: * wounds the target Travel speed: +400% Damage (Ranged): +39 darkness / +28 blight / +13 bleed / +25 mind / +8 arcane Burst (radius 1) on hit: +4 light / +16 arcane Burst (radius 2) on crit: +8 light / +4 arcane Damage against: +13% Living Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed pouch of iron shots of erosion (16/16, 13.5-16.2 power, 1 apr)barbed pouch of iron shots of erosion (16/16, 13.5-16.2 power, 1 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 16 On weapon crit: * wounds the target Damage (Ranged): +7 bleed / +6 nature / +5 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of iron shots (11/11, 14-16.8 power, 1 apr)hateful pouch of iron shots (11/11, 14-16.8 power, 1 apr) Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 11 Damage (Ranged): +5 darkness Damage against: +5% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. high-capacity pouch of iron shots of paradox (39/39, 15-18 power, 1 apr)high-capacity pouch of iron shots of paradox (39/39, 15-18 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 39 On weapon hit: * 6% chance to gain 10% of a turn Damage (Ranged): +6 temporal When wielded/worn: Ammo reloads per turns: +1 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots of accuracy (17/17, 16-19.2 power, 1 apr)pouch of iron shots of accuracy (17/17, 16-19.2 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 17 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. linen robe of fire (+16%) (0 def, 0 armour)linen robe of fire (+16%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% fire Changes damage: +11% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe of frost (+16%) (0 def, 0 armour)linen robe of frost (+16%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% cold Changes damage: +11% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe of frost (+15%) (0 def, 0 armour)linen robe of frost (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% cold Changes damage: +10% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe (0 def, 0 armour)mindwoven linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mental save: +16 Mindpower: +3 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering linen robe of light (+16%) (0 def, 0 armour)shimmering linen robe of light (+16%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% light Changes damage: +11% arcane / +11% light Maximum mana: +24.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering woollen robe (0 def, 0 armour)shimmering woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes damage: +10% arcane Maximum mana: +19.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy woollen robe of the mountain (+10%) (0 def, 0 armour)slimy woollen robe of the mountain (+10%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 4 arcane resource burn Changes resistances: +10% physical Changes damage: +10% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Eclipseward' (5 def, 0 armour) elven-silk robe 'Eclipseward' (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Effects on melee hit: * 45% chance to inflict damage reduction Changes stats: +7 Mag / +6 Wil / +6 Cun / +10 Con Changes resistances: +36% physical / +59% darkness / +16% blight / +51% nature / +70% mind Changes resistances penetration: +20% physical / +20% darkness / +15% mind Changes damage: +36% physical / +35% darkness / +17% mind / +34% nature / +17% light Physical save: +34 Spell save: +36 Mental save: +78 Poison immunity: +50% Disease immunity: +50% Silence immunity: +38% Life regen: +5.50 Spellpower on spell critical (stacks up to 3 times): +7 Maximum life: +83.00 Maximum hate: +14.00 Spellpower: +28 Spell crit. chance: +12% Mindpower: +9 Mental crit. chance: +5% Healing mod.: +21% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +29% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cleansing rough leather armour of stability (1 def, 2 armour)cleansing rough leather armour of stability (1 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +11% blight / +6% physical / +10% nature Physical save: +10 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of cold resistance (1 def, 2 armour)rough leather armour of cold resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +15% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of stability (1 def, 2 armour)rough leather armour of stability (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +5% physical Physical save: +11 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour (1 def, 2 armour)spiked rough leather armour (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 10 physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of acid resistance (2 def, 4 armour)cured leather armour of acid resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +16% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of cold resistance (2 def, 4 armour)cured leather armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +16% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of fire resistance (2 def, 4 armour)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: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +18% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of fire resistance (2 def, 4 armour)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: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +15% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic cured leather armour of lightning resistance (2 def, 4 armour)prismatic cured leather armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +16% lightning / +11% light / +10% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic cured leather armour of resilience (2 def, 4 armour)prismatic cured leather armour of resilience (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +10% light / +11% darkness Maximum life: +23.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic cured leather armour of stability (2 def, 4 armour)prismatic cured leather armour of stability (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +5% physical / +11% light / +12% darkness Physical save: +11 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of clarity (2 def, 4 armour)spiked cured leather armour of clarity (2 def, 4 armour) Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +6% mind Mental save: +11 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of lightning resistance (2 def, 4 armour)spiked cured leather armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 13 physical Changes resistances: +15% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Boltparry the reinforced leather armour (25 def, 16 armour)Boltparry the reinforced leather armour (25 def, 16 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +9 Armour: +16 Defense: +25 Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 29 acid / 30 fire Damage when hit (Melee): 26 acid / 26 fire / 18 physical Changes stats: +16 Str / +7 Dex / +5 Cun Changes resistances: +68% acid / +13% physical / +18% light / +9% lightning / +12% blight / +47% fire / +27% cold / +36% darkness Changes damage: +3% blight / +6% lightning Critical mult.: +18.00% Physical save: +17 Mental save: +19 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. iron mail armour of clarity (2 def, 4 armour)iron mail armour of clarity (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +6% mind Mental save: +10 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour (2 def, 4 armour)spiked iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when hit (Melee): 11 physical A suit of armour made of mail. |
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: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% 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. |
This item will automatically be transmogrified when you leave the level. cleansing steel mail armour of clarity (2 def, 6 armour)cleansing steel mail armour of clarity (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +12% blight / +5% mind / +12% nature Mental save: +12 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic steel mail armour (2 def, 6 armour)prismatic steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +10% light / +10% darkness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked steel mail armour (2 def, 6 armour)spiked steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when hit (Melee): 11 physical A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked steel mail armour of fire resistance (2 def, 6 armour)spiked steel mail armour of fire resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when hit (Melee): 11 physical Changes resistances: +17% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of clarity (2 def, 6 armour)steel mail armour of clarity (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +5% mind Mental save: +11 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of fire resistance (2 def, 6 armour)steel mail armour of fire resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +16% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of lightning resistance (2 def, 6 armour)steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +16% lightning A suit of armour made of mail. |
Myyalin the Blindworm (3 def, 35 armour) Myyalin the Blindworm (3 def, 35 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +35 Defense: +3 Fatigue: +0% Damage when hit (Melee): 18 light Changes stats: +4 Str / +16 Wil / +11 Cun / +5 Con Changes resistances: +25% acid / +18% physical / +22% darkness / +21% blight / +34% fire / +10% lightning / +21% cold Allows you to breathe in: water Physical save: +38 Mental save: +37 Disarm immunity: +10% Confusion immunity: +25% Maximum life: +58.00 Light radius: +2 A suit of armour made of mail. |
Armurion the voratun mail armour (5 def, 63 armour) Armurion the voratun mail armour (5 def, 63 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +63 Defense: +5 Fatigue: +7% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 light Changes stats: +8 Str / +11 Wil / +9 Cun Changes resistances: +15% acid / +25% physical / +48% darkness / +47% blight / +28% fire / +15% nature / +14% cold Changes damage: +6% mind / +6% blight Reduced damage from: +13% Unnatural Allows you to breathe in: water Physical save: +36 Mental save: +23 Equilibrium when hit: +0.12 Psi when hit: +0.08 Mental crit. chance: +3% Light radius: +4 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing iron plate armour of resilience (3 def, 7 armour)cleansing iron plate armour of resilience (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +11% nature / +11% blight Maximum life: +22.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. cleansing steel plate armour of acid resistance (4 def, 9 armour)cleansing steel plate armour of acid resistance (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +16% acid / +11% nature / +11% blight A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. impenetrable steel plate armour (4 def, 15 armour)impenetrable steel plate armour (4 def, 15 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Defense: +4 Fatigue: +22% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. prismatic steel plate armour of resilience (4 def, 9 armour)prismatic steel plate armour of resilience (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: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +10% light / +11% darkness Maximum life: +24.00 A suit of armour made of metal plates. |
Healwisp the voratun plate armour (13 def, 33 armour) Healwisp the voratun plate armour (13 def, 33 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +33 Defense: +13 Ranged Defense: +4 Fatigue: +26% Damage when hit (Melee): 26 light / 12 acid Changes stats: +5 Str / +18 Wil / +8 Cun / +6 Con Changes resistances: +38% lightning / +23% darkness / +39% fire / +23% nature / +35% acid / +40% physical / +74% blight / +38% cold / +9% mind Reduced damage from: +13% Unnatural Talent cooldown: Rush (-5 turns) Mental save: +50 Cut immunity: +5% Disarm immunity: +39% Stun/Freeze immunity: +34% Knockback immunity: +55% Life regen: +7.00 Maximum life: +189.00 Light radius: +4 Healing mod.: +57% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour 'Scorchstreaker' (9 def, 54 armour)voratun plate armour 'Scorchstreaker' (9 def, 54 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +54 Defense: +9 Fatigue: +32% Damage (Melee): 20 acid / 17 fire Damage when hit (Melee): 16 acid / 16 fire / 4 arcane / 19 physical Changes stats: +10 Con Changes resistances: +36% lightning / +30% temporal / -18% light / +35% fire / +65% acid / +32% physical / +65% cold / +5% arcane / +14% darkness Changes resistances penetration: +20% fire Changes damage: +3% nature Physical save: +21 Spell save: +9 Mental save: +10 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. acidic iron shield of cold resistance (+16%) (4 def, 2 armour, 16.5 block)acidic iron shield of cold resistance (+16%) (4 def, 2 armour, 16.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Alternately Requires: - Strength 11 - Talent Shield Mastery (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage (Melee): 6 acid Damage when hit (Melee): 11 acid Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming iron shield (4 def, 2 armour, 17.5 block)flaming iron shield (4 def, 2 armour, 17.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Alternately Requires: - Strength 11 - Talent Shield Mastery (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage (Melee): 6 fire Damage when hit (Melee): 10 fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming iron shield of cold resistance (+15%) (4 def, 2 armour, 21 block)flaming iron shield of cold resistance (+15%) (4 def, 2 armour, 21 block) Requires: - Strength 11 - Talent Armour Training (level 2) Alternately Requires: - Strength 11 - Talent Shield Mastery (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage (Melee): 6 fire Damage when hit (Melee): 10 fire Changes resistances: +15% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield of acid resistance (+15%) (4 def, 2 armour, 24 block)iron shield of acid resistance (+15%) (4 def, 2 armour, 24 block) Requires: - Strength 11 - Talent Armour Training (level 2) Alternately Requires: - Strength 11 - Talent Shield Mastery (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +15% acid Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced iron shield of lightning resistance (+16%) (4 def, 7 armour, 40 block)reinforced iron shield of lightning resistance (+16%) (4 def, 7 armour, 40 block) Requires: - Strength 11 - Talent Armour Training (level 2) Alternately Requires: - Strength 11 - Talent Shield Mastery (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +7 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. deflecting steel shield of mind resistance (+10%) (11 def, 2 armour, 38.5 block)deflecting steel shield of mind resistance (+10%) (11 def, 2 armour, 38.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Alternately Requires: - Strength 16 - Talent Shield Mastery (level 1) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +11 Ranged Defense: +6 Fatigue: +8% Changes resistances: +10% mind Talent granted: +2 Block Deflect projectiles away: +4% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. icy steel shield of cold resistance (+17%) (6 def, 2 armour, 42 block)icy steel shield of cold resistance (+17%) (6 def, 2 armour, 42 block) Requires: - Strength 16 - Talent Armour Training (level 2) Alternately Requires: - Strength 16 - Talent Shield Mastery (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage (Melee): 5 cold Damage when hit (Melee): 11 ice Changes resistances: +17% cold Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced steel shield of mind resistance (+10%) (6 def, 7 armour, 69.5 block)reinforced steel shield of mind resistance (+10%) (6 def, 7 armour, 69.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Alternately Requires: - Strength 16 - Talent Shield Mastery (level 1) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +7 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +10% mind Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced steel shield of reflection (6 def, 7 armour, 59.5 block)reinforced steel shield of reflection (6 def, 7 armour, 59.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Alternately Requires: - Strength 16 - Talent Shield Mastery (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +7 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +12% light / +10% darkness Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. blurring rough leather belt of carryingblurring rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 Fatigue: -5% Stealth bonus: +5 Maximum encumbrance: +21 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. nightruned rough leather beltnightruned rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% light / +5% darkness A belt that goes around your waist. |
Ariyanor the Blastransom Ariyanor the BlastransomInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +40.0% Physical power: +29 Armour: +15 Defense: +30 Effects on melee hit: * 30% chance to corrode armor Damage when hit (Melee): 4 acid / 8 lightning Changes stats: +6 Cun / +5 Dex Changes resistances: +10% acid / +7% fire / +10% lightning / +9% cold Changes resistances penetration: +15% blight / +5% acid Changes damage: +9% blight / +3% acid Critical mult.: +69.00% Stealth bonus: +11 Physical save: +25 Life regen: +3.10 Mental crit. chance: +13% Healing mod.: +19% A belt that goes around your waist. |
Nerydhetha the drakeskin leather belt Nerydhetha the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +33 Defense: +23 Changes stats: +6 Str / +6 Dex / +6 Mag / +5 Wil / +6 Cun / +11 Con Changes resistances: +10% acid / +9% fire / +9% lightning / +10% cold Reduced damage from: +45% Summoned Grants telepathy: Dragon Critical mult.: +15.00% Stealth bonus: +11 Physical save: +24 Spell save: +15 Mental save: +17 Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +3.00 Maximum hate: +2.00 Maximum psi: +30.00 Spell crit. chance: +6% Mindpower: +23 Mental crit. chance: +14% Heals friendly targets nearby when you use a nature summon: +30 Size category: +2 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. enveloping linen cloak of protection (6 def, 0 armour)enveloping linen cloak of protection (6 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Physical save: +5 Spell save: +5 Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunbraid the elven-silk cloak (38 def, 8 armour) Sunbraid the elven-silk cloak (38 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +38 Damage when hit (Melee): 12 light / 8 arcane Changes stats: +9 Str / +7 Dex / +7 Cun / +9 Con Changes resistances: +19% acid / +25% light / +23% darkness / +41% fire / +18% lightning / +18% cold Changes resistances penetration: +18% darkness / +15% arcane Changes damage: +18% darkness / +3% light Stealth bonus: +40 Physical save: +45 Spell save: +25 Mental save: +23 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +110.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. scholar's pair of rough leather boots (0 def, 1 armour)scholar's pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +4 A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +23 Physical save: +6 Stamina each turn: +0.30 Maximum stamina: +13.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. undeterred pair of rough leather boots (0 def, 1 armour)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: Armour: +1 Fatigue: +1% Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +23% A pair of boots made of leather. |
pair of voratun boots 'Zedunatar' (50 def, 23 armour) pair of voratun boots 'Zedunatar' (50 def, 23 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +23 Defense: +50 Ranged Defense: +9 Fatigue: -6% Changes stats: +5 Str / +7 Dex / +8 Cun / +6 Con Changes resistances: +3% blight Changes damage: +6% acid / +6% blight Maximum encumbrance: +46 Physical save: +11 Infravision radius: +6 Movement speed: +40% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. radiant rough leather gloves of magic (+3) (0 def, 1 armour)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: Armour: +1 Damage (Melee): 7 light Changes stats: +3 Mag Changes resistances: +6% light Changes damage: +4% arcane / +3% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. steady rough leather gloves of dexterity (+2) (0 def, 1 armour)steady rough leather gloves of dexterity (+2) (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +15 Armour: +1 Changes stats: +2 Dex Physical save: +6 Mental save: +5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. grounding linen wizard hat (1 def, 0 armour)grounding linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +7% lightning / +6% temporal A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. grounding linen wizard hat (1 def, 0 armour)grounding linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +6% lightning / +6% temporal A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. mindwoven linen wizard hat of corrosion (+15%) (1 def, 0 armour)mindwoven linen wizard hat of corrosion (+15%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% acid Changes damage: +10% acid Psi each turn: +0.10 Mindpower: +3 Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. mindwoven linen wizard hat of corrosion (+16%) (1 def, 0 armour)mindwoven linen wizard hat of corrosion (+16%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% acid Changes damage: +11% acid Psi each turn: +0.10 Mindpower: +2 Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. spellwoven linen wizard hat (1 def, 0 armour)spellwoven linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Mana each turn: +0.10 Spellpower: +3 Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. insulating cashmere wizard hat (2 def, 0 armour)insulating cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +7% fire / +5% cold A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. grounding rough leather cap of strength (+2) (0 def, 1 armour)grounding rough leather cap of strength (+2) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +6% lightning / +6% temporal A cap made of leather. |
This item will automatically be transmogrified when you leave the level. miner's rough leather cap (0 def, 3 armour)miner's rough leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Infravision radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Shadegrit (0 def, 3 armour)Shadegrit (0 def, 3 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +18 Armour: +3 Fatigue: +3% Effects on melee hit: * 35% chance to disease Damage when hit (Melee): 8 darkness Changes stats: +16 Str / +4 Dex / +21 Wil / +4 Cun Changes resistances: +15% light / +21% physical / +15% darkness / +11% nature / +20% blight / +11% cold / +13% mind / +11% fire Changes resistances penetration: +10% darkness Physical save: +19 Spell save: +8 Mental save: +40 Confusion immunity: +38% Stamina when hit: +2.00 Equilibrium when hit: +1.50 Maximum life: +75.00 Light radius: +2 Healing mod.: +22% A cap made of leather. |
hardened leather cap 'Stokepain' (7 def, 10 armour) hardened leather cap 'Stokepain' (7 def, 10 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Armour: +10 Defense: +7 Fatigue: +3% Damage when hit (Melee): 12 arcane / 8 physical Changes stats: +15 Str / +12 Dex / +8 Wil / +8 Cun / +12 Lck Changes resistances: +11% lightning / +11% temporal / +3% fire / +17% cold / +10% nature / +4% all Changes damage: +15% blight Allows you to breathe in: water Critical mult.: +5.00% Physical save: +11 Spell save: +8 Mental save: +11 Mana when firing critical spell: +1.00 Maximum life: +76.00 Maximum mana: +20.00 Spell crit. chance: +6% Mindpower: +5 Mental crit. chance: +5% Light radius: +2 Healing mod.: +22% Damage Shield penetration: +20% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1676.5 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Belyregorath (3 def, 0 armour) Belyregorath (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Effects on melee hit: * 10% chance to disease Changes stats: +7 Mag / +38 Wil / +25 Cun Changes resistances: +12% fire / +20% temporal / +28% light / +12% darkness Changes resistances penetration: +10% blight Changes damage: +20% temporal / +19% light / +6% arcane Physical save: +22 Mental save: +45 Disarm immunity: +15% Confusion immunity: -20% Fear immunity: -20% Life regen: +5.00 Mana each turn: +3.00 Mana when hit: +1.50 Maximum mana: +88.00 Spellpower: +14 Mindpower: +5 Mental crit. chance: +7% Damage Shield Power: +12% It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cleansing iron helm (0 def, 3 armour)cleansing iron helm (0 def, 3 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% nature / +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. grounding iron helm (0 def, 3 armour)grounding iron helm (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. insulating iron helm (0 def, 3 armour)insulating iron helm (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% fire / +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. miner's iron helm of strength (+3) (0 def, 4 armour)miner's iron helm of strength (+3) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +3 Str Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. miner's iron helm of strength (+3) (0 def, 5 armour)miner's iron helm of strength (+3) (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Umbratickler (10 def, 5 armour) Umbratickler (10 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 Armour penetration: +8 Physical power: +11 Armour: +5 Defense: +10 Fatigue: +5% Effects on melee hit: * 15% chance to corrode armor * 15% chance to inflict damage reduction Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 16 darkness Changes stats: +29 Str / +13 Dex / +23 Wil / +10 Cun / +5 Con Changes resistances: +14% lightning / +14% physical / +26% blight / +15% acid / +15% temporal Changes damage: +6% darkness Physical save: +46 Mental save: +33 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. granite wardstone of fire wardinggranite wardstone of fire warding Requires: - Magic 15 Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 Changes resistances: +10% fire Reduce damage by fixed amount: +2 all Maximum wards: +2 fire Changes damage: +10% fire Talent granted: +1 Ward Slows Projectiles: +15% Handheld warding devices |
4 nuummite 4 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
3 agate 3 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
verdite verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
3 hematite 3 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
4 malachite 4 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 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. |
4 carnelian 4 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
5 small geode 5 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
45 alchemist agate 45 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. brass lantern of claritybrass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 Light radius: +2 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod 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. |
This item will automatically be transmogrified when you leave the level. rod of trap detection (1/1)rod of trap detection (1/1) Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to detect traps in a radius of 25, costing 10 power out of 10/10. A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
This item will automatically be transmogrified when you leave the level. psionic iron torque of thermal psionic shield [power 27] (20 cooldown)psionic iron torque of thermal psionic shield [power 27] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Psi each turn: +0.17 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Issidas [power 301] (6 cooldown) Issidas [power 301] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +2 Cun / +3 Str Changes resistances: +1% physical Maximum wards: +6 physical / +9 mind / +8 darkness Talent cooldown: Silence (+10 turn) Talents granted: +2 Ward +6 Silence Stamina each turn: +0.40 Mindpower: +4 Mental crit. chance: +2% It can be used to fire a blast of psionic energies in a beam (dam 150-301), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. voratun torque of kinetic psionic shield 'Cystmoon' [power 293] (29 cooldown)voratun torque of kinetic psionic shield 'Cystmoon' [power 293] (29 cooldown) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 mind / 12 nature Changes resistances penetration: +25% nature / +10% mind Changes damage: +12% nature Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 293 for 7 turns, placing all other charms into a 29 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Adutira [power 7] (40 cooldown)Adutira [power 7] (40 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Armour: +4 Changes stats: +1 Dex Changes resistances: +3% blight / +5% arcane Maximum wards: +8 blight / +8 fire / +9 cold Talent cooldown: Invoke Tentacle (+15 turn) Talents granted: +3 Invoke Tentacle +4 Rushing Claws +9 Lay Web +2 Ward Knockback immunity: +10% Light radius: +3 See invisible: +6 It can be used to remove magical effects from the target (up to 7), placing all other charms into a 40 cooldown. Natural totems are made by powerful wilders to store nature power. |
arcane elm wand of clairvoyance [power 9] (6 cooldown) arcane elm wand of clairvoyance [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Mana each turn: +0.12 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. defiled elm wand of clairvoyance [power 9] (6 cooldown)defiled elm wand of clairvoyance [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Maximum vim: +5.00 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
shadowy ash wand of clairvoyance [power 10] (6 cooldown) shadowy ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum neg.energy: +7.00 Infravision radius: +1 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 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ichorfoe [power 27] (14 cooldown) Ichorfoe [power 27] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% nature Maximum wards: +5 lightning / +4 temporal / +3 blight / +4 fire / +5 cold Changes damage: +12% nature Talent cooldown: Void Blast (+24 turn) Talents granted: +4 Volcano +20 Void Blast +10 Strike +1 Ward It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 27), placing all other charms into a 14 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Boss of Bosses (Nightmare (Roguelike) difficulty)
Slain enough enemies to reach Elite Boss rank.By Stuck Schmuck the Sentient Crystal Solipsist level 22
4th Dusk 122nd year of Ascendancy at 13:08 see stats
Bosslike (Nightmare (Roguelike) difficulty)
Slain enough enemies to reach Boss rank.By Stuck Schmuck the Sentient Crystal Solipsist level 9
8th Mirth 122nd year of Ascendancy at 01:57 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Stuck Schmuck the Sentient Crystal Solipsist level 7
6th Mirth 122nd year of Ascendancy at 23:09 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Stuck Schmuck the Sentient Crystal Solipsist level 10
8th Flare 122nd year of Ascendancy at 17:17 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Stuck Schmuck the Sentient Crystal Solipsist level 20
4th Dusk 122nd year of Ascendancy at 09:21 see stats
One of a Kind (Nightmare (Roguelike) difficulty)
Slain enough enemies to reach Unique rank.By Stuck Schmuck the Sentient Crystal Solipsist level 8
7th Mirth 122nd year of Ascendancy at 22:46 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Stuck Schmuck the Sentient Crystal Solipsist level 9
4th Flare 122nd year of Ascendancy at 05:56 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Stuck Schmuck the Sentient Crystal Solipsist level 9
4th Flare 122nd year of Ascendancy at 06:01 see stats
Log
Stuck Schmuck drops on the floor: Baralatharath the voratun shield (12 def, 3 armour, 214 block).
Stuck Schmuck drops on the floor: Meldil the Sparkpride (5 def, 0 armour).
Stuck Schmuck drops on the floor: Turisin the Glarebore (0 def, 10 armour).
Stuck Schmuck drops on the floor: drakeskin leather gloves 'Duvigachik' (0 def, 3 armour).
Stuck Schmuck drops on the floor: cashmere wizard hat 'Isirelle' (2 def, 0 armour).
Stuck Schmuck drops on the floor: Sootparry the voratun helm (23 def, 5 armour).
Stuck Schmuck drops on the floor: voratun helm 'Blazereign' (0 def, 5 armour).
Stuck Schmuck drops on the floor: Betilelle the marble wardstone.
Stuck Schmuck drops on the floor: Samahor.
Stuck Schmuck wears(replacing): Glaresorrow (dig speed 1 turns).
Stuck Schmuck drops on the floor: Telekinetic Core.
Resting starts...
Talent Dig is ready to use.
Rested for 72 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
