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. Subterfuge 1.2.5Adds the Cunning/Subterfuge tree for rogues. Primarily defensive tree based around stealth. 0.2 - Added icons for the abilities (Just repurposed vanilla for now), added sound to make Honed Reflexes triggering more obvious. 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. Improved player targetting 1.2.0Player's targetting improvements. 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! 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. 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: Customized Xorn Race 1.2.5Xorns, four armed creatures of earth.
This is a personalized version of Trea’s Xorn Race mod. It doubles the number of ring/glove slots. It also doubles life gain from constitution. 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. 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. Phantom Subrace 1.2.5Adds the Phantom subrace, focusing on speed. 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. 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.] 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. 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 Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. 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). 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. 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 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 | Xorn |
| Class | Brawler |
| Level / Exp | 23 / 71% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 180 (base 13) |
| Dexterity | 173 (base 46) |
| Constitution | 199 (base 10) |
| Magic | 82 (base 10) |
| Willpower | 103 (base 10) |
| Cunning | 229 (base 46) |
Resources
| Life | 3080/3080 |
| Stamina | 476/476 |
| Equilibrium | 0 |
| Healing Factor | 1.62 |
| Regeneration | 76.545 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | +96% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 12 |
| Infravision | 33 |
| See Stealth | 24 |
| See Invisible | 39 |
Offense: Barehand
| Damage | 465 |
| Accuracy | 133 |
| Crit Chance | 214% |
| APR | 51 |
| Speed | 0.70 |
Offense: Spell
| Spellpower | 27.133333333333 |
| Crit Chance | 100% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 99.34 |
| Crit Chance | 100% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| All | +13% |
Offense: Damage Penetration
| All | +14% |
Defense: Base
| Armour (hardiness) | 86 (45%) |
| Defense | 69.4125 |
| Ranged Defense | 69.4125 |
| Fatigue | 0 |
| Physical Save | 128.19285714286 |
| Spell Save | 82.89 |
| Mental Save | 103.48333333333 |
Defense: Resistances
| All | + 16%( 77%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 74% |
| Silence Resistance | 20% |
| Pinning Resistance | 40% |
| Disarm Resistance | 55% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 44% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Xorn | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/3 |
| Technique / Conditioning | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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 bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | 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 | Blindkiss (0 def, 11 armour) Blindkiss (0 def, 11 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: +11 Fatigue: +4% Changes stats: +10 Str / +10 Dex / +6 Mag / +6 Wil / +11 Cun / +16 Con Changes resistances: +57% darkness / +52% temporal Changes resistances penetration: +33% darkness / +39% temporal Changes damage: +9% darkness / +10% physical Physical save: +25 Mental save: +25 Mana each turn: +0.49 Maximum mana: +49.00 Spell crit. chance: +4% Infravision radius: +3 Movement speed: +40% Defense after a teleport: +55 Resist all after a teleport: +40% New effects duration reduction after a teleport: +58% Size category: +1 Activating this item is instant. It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Isyda the voratun gauntlets (0 def, 3 armour) Isyda the voratun gauntlets (0 def, 3 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 5 When wielded/worn: Accuracy: +57 Armour penetration: +5 Physical crit. chance: +20.0% Physical power: +19 Armour: +3 Damage (Melee): 9 acid / 10 fire / 10 cold / 10 lightning Damage when hit (Melee): 8 arcane Changes stats: +6 Str / +11 Dex / +5 Mag / +4 Wil / +5 Cun / +6 Con Changes resistances: +10% darkness Critical mult.: +13.00% Physical save: +29 Spell save: +8 Mental save: +8 Life regen: +3.00 Stamina each turn: +1.80 Mana each turn: +0.78 Maximum stamina: +33.00 Spellpower: +29 Spell crit. chance: +34% Mental crit. chance: +20% Infravision radius: +4 When used to modify unarmed attacks: Base power: 47.5 - 66.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +37 Armour Penetration: +16 Physical crit. chance: +57.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Elemental bolt (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +19 ice / +29 physical / +29 darkness / +27 acid / +28 fire / +32 arcane / +29 lightning Burst (radius 2) on crit: +8 physical It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| On hands | Vorenne (0 def, 29 armour) Vorenne (0 def, 29 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +33 Physical power: +6 Armour: +29 Armour Hardiness: +15% Damage (Melee): 10 acid / 17 darkness / 9 fire / 10 lightning / 10 cold Changes stats: +5 Dex / +9 Mag / +5 Wil / +5 Cun / +18 Con Changes resistances: +3% mind / +9% physical / +9% light / +23% darkness Changes resistances penetration: +10% mind / +5% physical Changes damage: +9% darkness Physical save: +21 Spell save: +10 Mental save: +32 Life regen: +3.00 Stamina each turn: +0.80 Mana each turn: +0.38 Psi each turn: +0.40 Maximum life: +80.00 Spellpower: +10 Spell crit. chance: +9% Infravision radius: +2 When used to modify unarmed attacks: Base power: 34.0 - 37.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +34 Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Elemental bolt (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 15% chance to inflict damage reduction Damage (Melee): +19 ice / +28 physical / +27 lightning / +12 mind / +27 acid / +24 fire / +19 arcane Burst (radius 2) on crit: +50 light / +50 darkness It can be used to activate talent Juggernaut, 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: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | drakeskin leather cap 'Shimmerbiter' (7 def, 14 armour) drakeskin leather cap 'Shimmerbiter' (7 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +14 Defense: +7 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn * 30% chance to daze Damage when hit (Melee): 10 physical / 4 temporal Changes stats: +37 Str / +13 Dex / +6 Wil / +5 Cun / +17 Con / +17 Lck Changes resistances: -16% light / +20% darkness / +14% nature / +7% all Changes resistances penetration: +15% lightning / +5% temporal Changes damage: +12% temporal Physical save: +45 Spell save: +10 Mental save: +42 Life regen: +8.00 Maximum life: +110.00 Spell crit. chance: +8% Mental crit. chance: +7% Light radius: +2 Healing mod.: +25% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | Halundil [power 342] (43 cooldown) Halundil [power 342] (43 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +5% mind Changes damage: +6% blight Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +9 Rushing Claws Critical mult.: +5.00% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +6 It can be used to heal the target for 342, and remove up to 2 poisons or diseases, placing all other charms into a 43 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Shadowtyphoon ShadowtyphoonPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +46 Effects on melee hit: * 16% chance to cause random insanity Damage (Melee): 18 bleed Effects on ranged hit: * 15% chance to cause random insanity Damage (Ranged): 21 bleed Changes stats: +11 Str / +4 Dex / +15 Wil / +23 Cun / +13 Con Changes resistances: +26% acid / +3% darkness / +58% fire / +26% cold / +20% lightning Changes resistances penetration: +5% darkness Changes damage: +6% blight / +18% fire / +6% arcane / +13% all Spell save: +18 Mental save: +9 Confusion immunity: +32% Hate when firing a critical mind attack: +3.00 Maximum stamina: +34.00 Maximum hate: +13.00 Spellpower: +28 Spell crit. chance: +2% Mindpower: +59 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. |
| On fingers | Brenimas the Smoldershear Brenimas the SmoldershearPowered 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: Accuracy: +15 Physical power: +13 Fatigue: -8% Damage when hit (Melee): 8 blight Changes stats: +9 Str / +9 Dex / +16 Mag / +23 Cun / +9 Con Changes resistances: +27% acid / +40% light / +12% blight / +21% fire / +23% cold / +29% lightning Changes resistances penetration: +15% blight / +5% fire Changes damage: +20% light / +6% blight Maximum encumbrance: +40 Mental save: +12 Confusion immunity: +46% Stun/Freeze immunity: +40% Life regen: +5.60 Maximum life: +92.00 Spellpower: +29 Light radius: +1 Healing mod.: +28% Rings can have magical properties. |
| On fingers | Beteyawe BeteyawePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +27 Physical power: +23 Defense: +13 Effects on melee hit: * 19% chance to cause random insanity * 27% chance to blind Damage (Melee): 18 bleed Effects on ranged hit: * 17% chance to cause random insanity * 35% chance to blind Damage (Ranged): 13 bleed Changes stats: +11 Str / +9 Dex / +7 Mag / +15 Wil / +38 Cun / +8 Con Changes resistances penetration: +5% mind Critical mult.: +9.00% Disarm immunity: +40% Pinning immunity: +40% Knockback immunity: +44% Hate when firing a critical mind attack: +3.00 Maximum life: +50.00 Maximum stamina: +10.00 Maximum hate: +10.00 Spellpower: +29 Mindpower: +41 Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. |
| On fingers | Blindhunt the voratun ring Blindhunt the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 Physical power: +25 Defense: +11 Damage when hit (Melee): 4 light Changes stats: +19 Str / +9 Dex / +2 Wil / +10 Cun / +29 Con Changes resistances: +21% acid / +66% lightning / +13% blight / +24% cold / +15% nature / +24% fire Changes damage: +20% lightning / +3% light / +6% blight Physical save: +58 Poison immunity: +30% Disease immunity: +30% Stun/Freeze immunity: +40% Life regen: +5.00 Mana each turn: +0.04 Vim when firing critical spell: +5.00 Maximum life: +90.00 Light radius: +3 Movement speed: +22% Healing mod.: +29% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. |
| Around neck | Anadunadar the Windbender Anadunadar the WindbenderInfused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 Armour: +8 Defense: +32 Fatigue: -19% Damage when hit (Melee): 12 nature Changes stats: +9 Str / +18 Dex / +15 Wil / +11 Cun / +9 Con / +20 Lck Changes resistances: +25% lightning / +12% acid / +30% nature / +27% blight Changes resistances cap: +7% all Changes resistances penetration: +15% mind Physical save: +50 Spell save: +22 Mental save: +29 Blindness immunity: +15% Poison immunity: +50% Disease immunity: +50% Confusion immunity: +16% Stun/Freeze immunity: +50% Life regen: +5.50 Stamina each turn: +1.40 Mindpower: +15 Infravision radius: +9 Sight radius: +2 See invisible: +15 Movement speed: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
| Main armor | Gloriralle the drakeskin leather armour (5 def, 8 armour) Gloriralle the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 Armour: +8 Defense: +5 Fatigue: +8% Damage when hit (Melee): 52 physical Changes stats: +9 Str / +8 Dex / +8 Mag / +9 Wil / +9 Cun Changes resistances: +24% lightning / +10% physical / +3% darkness / +3% cold / +9% nature / +27% acid Critical mult.: +20.00% Physical save: +25 Mental save: +6 Blindness immunity: +15% Silence immunity: +20% Disarm immunity: +15% Life regen: +4.00 Maximum life: +100.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +30% A suit of armour made of leather. |
| Light source | Velywen VelywenInfused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +12 Damage when hit (Melee): 12 mind Changes stats: +1 Str / +3 Mag / +11 Cun / +11 Con Changes resistances: +30% blight / +9% all Changes resistances penetration: +14% all Physical save: +19 Spell save: +59 Mental save: +19 Blindness immunity: +44% Confusion immunity: +30% Life regen: +12.90 Maximum life: +70.00 Light radius: +3 Infravision radius: +9 See stealth: +24 See invisible: +24 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 72 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | Starseam the elven-silk cloak (3 def, 13 armour) Starseam the elven-silk cloak (3 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +10 Armour: +13 Defense: +3 Damage when hit (Melee): 8 light Changes stats: +11 Str / +13 Dex / +18 Mag / +16 Wil / +14 Cun / +12 Con Changes resistances: +24% darkness / +22% cold Changes resistances penetration: +18% darkness Changes damage: +12% mind / +24% darkness / +21% light Stealth bonus: +25 Physical save: +24 Spell save: +15 Maximum life: +180.00 Maximum mana: +72.00 Spell crit. chance: +15% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | drakeskin leather belt 'Halidil' drakeskin leather belt 'Halidil'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: +27.0% Physical power: +27 Damage when hit (Melee): 8 physical Changes stats: +12 Str / +18 Dex / +18 Cun / +11 Con / +7 Lck Changes resistances: +10% acid / +3% temporal / +3% physical / +38% fire / +39% cold / +10% lightning Changes resistances penetration: +5% physical Trap disarming bonus: +30 Stealth bonus: +15 Maximum encumbrance: +10 Physical save: +41 Mental save: +15 Stamina each turn: +0.20 Mindpower: +18 Mental crit. chance: +27% Infravision radius: +6 Size category: +2 A belt that goes around your waist. |
Inventory
regeneration infusion of the psychic (heal 445 over 5 turns) regeneration infusion of the psychic (heal 445 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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 445 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 18%; cure mental) wild infusion (resist 18%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 18% 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 (resist 10%; cure mental, physical) wild infusion (resist 10%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 10% for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 39%; cure magical) wild infusion of the sneak (resist 39%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 39% for 4 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. |
oxygen infusion of the duelist (stamina 298 over 10 turns) oxygen infusion of the duelist (stamina 298 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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to restore 298 stamina and air over 10 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 duelist (stamina 284 over 10 turns) oxygen infusion of the duelist (stamina 284 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 284 stamina and air over 10 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 titan (stamina 299 over 10 turns) oxygen infusion of the titan (stamina 299 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: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to restore 299 stamina and air over 10 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
3 infusion patches of clearing 3 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. |
3 infusion patches of light healing 3 infusion patches 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. |
8 infusion patches of lesser healing 8 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. |
infusion patch of extra healing infusion patch of extra healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 4 It can be used to heal yourself for 400 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
magic missile rune of the titan (486 arcane damage) magic missile rune of the titan (486 arcane damage)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: 4 Cooldown: 22 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 486 arcane damage and inflicts Spellshocked for 5 turns. 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. |
magic missile rune of the warrior (463 arcane damage) magic missile rune of the warrior (463 arcane damage)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: 5 Cooldown: 15 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 463 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (676% regen over 10 turns; 34 instant mana) manasurge rune (676% regen over 10 turns; 34 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: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 676% over 10 turns and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 23; power 63; dur 4) phase door rune of the sneak (range 23; power 63; dur 4)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: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 23. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 63%, your defense is increased by 63 and all your resistances by 63%. 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. |
phase door rune of the wizard (range 12; power 33; dur 3) phase door rune of the wizard (range 12; power 33; dur 3)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: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. 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. |
reconstruction rune of the warrior (heal 581; cure a cut or wound) reconstruction rune of the warrior (heal 581; 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 581 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. |
biting gale rune of the wizard (155 cold damage; 60 apply power) biting gale rune of the wizard (155 cold damage; 60 apply power)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: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 155.26 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 60. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
clarity rune of the duelist (dur 16; resist 51%, reduce 43%; see demon) clarity rune of the duelist (dur 16; resist 51%, reduce 43%; 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: 28 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 16 turns you gain blindness and confusion immunity (51%), and each turn you have a 43% chance to reduce the duration of each hostile mental effect. Your magically enhanced senses allow you to see invisible and stealthed creatures (power 188), and you automatically sense any demon around. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
6 scrolls of phase door 6 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 |
scroll of teleportation scroll 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 |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
clarifying copper amulet of mastery (0.11 Technique / Unarmed discipline) clarifying copper amulet of mastery (0.11 Technique / Unarmed discipline)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Talent mastery: +0.11 Technique / Unarmed discipline Confusion immunity: +24% Amulets can have magical properties. |
copper amulet of mastery (0.10 Cunning / Dirty fighting) copper amulet of mastery (0.10 Cunning / Dirty fighting)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Cunning / Dirty fighting Amulets can have magical properties. |
wanderer's copper amulet wanderer's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +4 Cun / +3 Con Life regen: +0.40 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
Mysterious Symbol Mysterious 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.) |
This item will automatically be transmogrified when you leave the level. insulating steel amulet of cunning (+2)insulating steel amulet of cunning (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% fire / +12% cold Amulets can have magical properties. |
stralite amulet 'Hellsgore' stralite amulet 'Hellsgore'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 Armour: +6 Defense: +11 Fatigue: -8% Damage when hit (Melee): 12 lightning / 23 fire Changes stats: +8 Dex / +9 Mag / +8 Cun / +8 Con Changes resistances: +13% physical Changes resistances cap: +6% all Changes resistances penetration: +5% fire Changes damage: +9% lightning / +8% physical / +9% light Talent mastery: +0.34 Technique / Combat veteran Physical save: +38 Spell save: +18 Mental save: +22 Life regen: +1.20 Stamina each turn: +2.30 Mana each turn: +0.83 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +102.00 Light radius: +1 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 9.22 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
copper ring of aether (+11%) copper ring of aether (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% arcane Changes damage: +11% arcane Rings can have magical properties. |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +24% Infravision radius: +4 See stealth: +7 See invisible: +6 Rings can have magical properties. |
mule's copper ring of power mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Fatigue: -4% Maximum encumbrance: +21 Spellpower: +6 Mindpower: +6 Rings can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 Rings can have magical properties. |
psionicist's copper ring of lightning (+22%) psionicist's copper ring of lightning (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +6 Rings can have magical properties. |
rogue's copper ring of tenacity rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +24.00 Rings can have magical properties. |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Rings can have magical properties. |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. marksman's steel ring of perseverancemarksman's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Stun/Freeze immunity: +24% Life regen: +1.10 Rings can have magical properties. |
rogue's steel ring of tenacity rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Disarm immunity: +26% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +23.00 Rings can have magical properties. |
steel ring of nature (+22%) steel ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
steel ring of time (+10%) steel ring of time (+10%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% temporal Changes damage: +10% temporal Rings can have magical properties. |
Zohor ZohorPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +69 Armour penetration: +14 Physical power: +12 Defense: +28 Damage when hit (Melee): 16 acid / 4 temporal Changes stats: +9 Str / +14 Dex / +8 Mag / +8 Wil / +17 Cun / +14 Con Changes resistances: +18% mind Changes resistances penetration: +5% acid / +10% temporal / +5% arcane Changes damage: +18% mind / +15% acid Spell save: +34 Life regen: +1.70 Maximum life: +72.00 Maximum stamina: +27.00 Mindpower: +13 Movement speed: +22% Healing mod.: +26% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. acidic steel dagger (11.5-14.95 power, 6 apr)acidic 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 Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic steel dagger of projection (12-15.6 power, 6 apr)acidic steel dagger of projection (12-15.6 power, 6 apr) Requires: - Dexterity 16 Powered by arcane 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 Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid / +5 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. 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 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): +4 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. cutting steel dagger (13.5-17.55 power, 6 apr)cutting steel dagger (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel dagger of the mystic (12-15.6 power, 6 apr)flaming steel dagger of the mystic (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 Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire When wielded/worn: Changes stats: +2 Mag / +2 Wil Spellpower: +5 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful steel dagger of projection (12.5-16.25 power, 6 apr)hateful steel dagger of projection (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 darkness / +6 mind Damage against: +5% Living 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 massacre (15-19.5 power, 6 apr)steel dagger of massacre (15-19.5 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 15.0 - 19.5 Uses stats: 45% Dex, 45% Cun Damage type: Physical 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. steel dagger of phasing (11-14.3 power, 13 apr)steel dagger of phasing (11-14.3 power, 13 apr) Requires: - Dexterity 16 Powered by arcane 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 Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. sharp dwarven-steel dagger of projection (20-26 power, 7 apr)sharp dwarven-steel dagger of projection (20-26 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +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. |
Gloruramina the Mireripper (5-5.5 power, 18 apr, nature damage) Gloruramina the Mireripper (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: +3.0% Attack speed: 100% Damage (Melee): +4 nature / +6 fire Burst (radius 2) on crit: +8 nature Damage against: +29% Undead When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +38% darkness / +9% temporal / +16% light / +15% mind / +18% blight / +6% cold / +23% nature / +23% fire Changes resistances penetration: +15% nature / +10% fire Changes damage: +17% fire / +6% nature / +5% light Talent mastery: +0.20 Wild-gift / Harmony Physical save: +12 Spell save: +11 Mental save: +15 Stamina when hit: +2.60 Equilibrium when hit: +3.90 Maximum psi: +26.00 Mindpower: +8 Mental crit. chance: +2% Light radius: +3 See stealth: +12 See invisible: +13 Global speed: +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. |
Guilt (8-8.8 power, 13 apr, arcane damage) Guilt (8-8.8 power, 13 apr, arcane damage)Requires: - Willpower 18 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Mag, 10% Cun Damage type: Arcane Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% arcane / +10% nature Changes damage: +10% arcane / +10% nature Silence immunity: +30% Spellpower: +12 Mindpower: +12 After the Mages of Angolwen had stabilised the Abashed Expanse, a few tried to restore life to the dead earth trapped in the sky. Their efforts were mostly unsuccessful, but this stone was found in the clutch of a newly grown sapling. |
This item will automatically be transmogrified when you leave the level. blooming vined mindstar of balance (4-4.4 power, 18 apr, mind damage)blooming vined mindstar of balance (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: Physical save: +3 Spell save: +2 Mental save: +3 Equilibrium when hit: +0.70 Mindpower: +2 Mental crit. chance: +2% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +11 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 vined mindstar of balance (4.5-4.95 power, 18 apr, nature damage)gifted vined mindstar of balance (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +4 Spell save: +3 Mental save: +3 Equilibrium when hit: +0.70 Mindpower: +6 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. gifted vined mindstar of clarity (5-5.5 power, 18 apr, nature damage)gifted vined mindstar of clarity (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 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: Mental save: +3 Maximum psi: +13.00 Mindpower: +4 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. gifted vined mindstar of slime (4.5-4.95 power, 18 apr, nature damage)gifted vined mindstar of slime (4.5-4.95 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: 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: Effects when hit in melee: * Slows global speed by 3% Changes damage: +2% nature Mindpower: +6 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 (5-5.5 power, 18 apr, nature damage)horrifying vined mindstar (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 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: Damage when hit (Melee): 2 mind / 4 darkness Changes damage: +4% mind / +2% 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 balance (5-5.5 power, 18 apr, nature damage)horrifying vined mindstar of balance (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 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: Damage when hit (Melee): 4 mind / 3 darkness Changes damage: +3% mind / +3% darkness Physical save: +4 Spell save: +2 Mental save: +3 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. hungering vined mindstar (5.5-6.05 power, 18 apr, mind damage)hungering vined mindstar (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +2 Mental crit. chance: +2% It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 20 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. vined mindstar of clarity (5-5.5 power, 18 apr, mind damage)vined mindstar of clarity (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mental save: +2 Maximum psi: +19.00 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. vined mindstar of life (4.5-4.95 power, 18 apr, nature damage)vined mindstar of life (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.70 Maximum life: +18.00 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. vined mindstar of nightfall (5-5.5 power, 18 apr, mind damage)vined mindstar of nightfall (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind 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% darkness Changes resistances penetration: +4% darkness Changes damage: +3% darkness Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +12% 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 slime (6-6.6 power, 18 apr, nature damage)vined mindstar of slime (6-6.6 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: 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: Effects when hit in melee: * Slows global speed by 2% Changes damage: +3% nature 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 clarity (8-8.8 power, 24 apr, mind damage)nature's thorny mindstar of clarity (8-8.8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +2% nature Mental save: +4 Disease immunity: +13% Maximum psi: +19.00 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. |
This item will automatically be transmogrified when you leave the level. Flarepanic the pulsing mindstar (13-14.3 power, 32 apr, mind damage)Flarepanic the pulsing mindstar (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 13.0 - 14.3 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: * disrupts spell-casting On weapon crit: * wounds the target Damage (Melee): +16 nature slow / +17 temporal / +13 bleed Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +12 physical Damage against: +25% Undead / +17% Unnatural When wielded/worn: Accuracy: +6 Physical crit. chance: +12.0% Changes resistances: +20% blight / +16% darkness / +20% nature / +26% mind Changes resistances penetration: +10% physical / +6% nature / +6% mind Changes damage: +27% nature / +10% temporal / +9% mind / +19% physical Talent masteries: +0.20 Wild-gift / Harmony +0.20 Cursed / Dark sustenance +0.20 Psionic / Voracity Physical save: +9 Spell save: +9 Mental save: +17 Disease immunity: +20% Stamina when hit: +2.10 Equilibrium when hit: +4.00 Psi when hit: +2.10 Hate per kill: +5.00 Psi per kill: +5.00 Maximum life: +20.00 Maximum psi: +38.00 Mindpower: +4 Mental crit. chance: +17% Infravision radius: +4 Damage Resonance (when hit): +17% It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 20 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. Flashquick the pulsing mindstar (13.5-14.85 power, 32 apr, nature damage)Flashquick the pulsing mindstar (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 13.5 - 14.9 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% Damage (Melee): +9 ice / +16 fire / +4 light Burst (radius 2) on crit: +12 light Damage against: +25% Undead When wielded/worn: Effects when hit in melee: * Slows global speed by 9% Damage when hit (Melee): 6 lightning / 7 physical / 4 blight / 9 cold / 9 acid / 9 fire Changes stats: +9 Con Changes resistances: +9% lightning / +20% temporal / +31% darkness / +9% fire / +10% nature / +6% acid / +9% physical / +23% blight / +12% cold / +6% light Changes resistances penetration: +9% acid / +7% physical / +5% fire / +5% arcane / +9% cold Changes damage: +12% acid / +12% physical / +9% light / +13% temporal / +6% blight / +21% cold / +17% nature / +31% fire Mental save: +9 Disease immunity: +22% Life regen: +1.70 Stamina when hit: +1.90 Maximum life: +33.00 Maximum psi: +39.00 Mindpower: +14 Mental crit. chance: +9% Light radius: +4 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar 'Chamabers' (13.5-14.85 power, 32 apr, mind damage)pulsing mindstar 'Chamabers' (13.5-14.85 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: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +13 bleed Damage against: +47% Undead When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 14 lightning / 8 mind / 9 darkness / 16 acid Changes stats: +4 Str / +4 Dex / +2 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +24% blight / +17% lightning / +26% nature / +44% darkness Changes resistances penetration: +17% lightning / +13% mind / +13% darkness Changes damage: +17% lightning / +13% physical / +30% darkness / +30% mind / +6% arcane Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Stamina when hit: +3.90 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Hate per kill: +5.00 Psi per kill: +4.00 Spell crit. chance: +1% Mindpower: +34 Mental crit. chance: +17% Infravision radius: +4 It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 20 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. |
Gleamobsidian the stralite longsword (38-53.2 power, 5 apr) Gleamobsidian the stralite longsword (38-53.2 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +1.2% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +12.5% Attack speed: 100% On weapon hit: * 18 arcane resource burn * Slows global speed by 17% * disrupts spell-casting On weapon crit: * burns latent spell energy Damage against: +21% Unnatural When wielded/worn: Armour penetration: +22 Physical crit. chance: +3.0% Physical power: +12 Damage when hit (Melee): 17 nature slow Changes stats: +5 Con Changes resistances: +25% acid / +3% light / +11% lightning / +15% fire / +15% cold / +7% all Changes resistances penetration: +13% darkness / +37% physical / +12% nature / +10% mind Changes damage: +21% physical Spell save: +13 Disarm immunity: +30% Light radius: +3 Healing mod.: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Lisoyawyn (42.5-59.5 power, 5 apr)Lisoyawyn (42.5-59.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +16 lightning Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +17 fire When wielded/worn: Accuracy: +26 Physical crit. chance: +17.0% Physical power: +13 Defense: +13 Changes stats: +2 Str / +7 Dex / +5 Con Changes resistances: +5% arcane / +9% all Changes resistances penetration: +13% fire / +13% nature / +13% physical Disarm immunity: +30% Global speed: +5% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Velyssra (39-54.6 power, 5 apr)Velyssra (39-54.6 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Armour Penetration: +5 Physical crit. chance: +8.5% Attack speed: 111% On weapon hit: * 18 arcane resource burn On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +10% Damage against: +25% Unnatural When wielded/worn: Accuracy: +13 Physical crit. chance: +11.0% Physical power: +26 Damage when hit (Melee): 8 arcane Changes stats: +6 Dex / +6 Wil / +12 Con Changes resistances: +30% acid / +30% cold / +26% lightning / +30% fire / +3% mind / +6% all Changes resistances penetration: +25% physical / +13% nature / +10% arcane Spell save: +23 Disarm immunity: +44% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +40.00 Spell crit. chance: +1% Sharp, long, and deadly. |
voratun longsword 'Lustrenaught' (65-91 power, 6 apr) voratun longsword 'Lustrenaught' (65-91 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 / longsword ; tier 5 Base power: 65.0 - 91.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 143% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 15% chance to disease * 34% chance to corrode armor * 47% chance to cause random insanity * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +13 lightning / +20 blight / +12 mind / +14 acid Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +41 Changes stats: +3 Str / +19 Dex / +1 Mag Changes resistances penetration: +15% acid / +13% mind / +11% darkness Disease immunity: +35% Life regen: +1.60 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. crushing steel mace of erosion (18.5-25.9 power, 3 apr)crushing steel mace of erosion (18.5-25.9 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 nature / +7 temporal Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. paladin's steel mace (13.5-18.9 power, 3 apr)paladin's steel mace (13.5-18.9 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +7 light Damage conversion: 29% light When wielded/worn: Changes resistances penetration: +5% light Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. piercing steel mace of projection (12.5-17.5 power, 3 apr)piercing steel mace of projection (12.5-17.5 power, 3 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 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. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace of daylight (12.5-17.5 power, 3 apr)steel mace of daylight (12.5-17.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 light Damage against: +11% Undead Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace of projection (16-22.4 power, 3 apr)steel mace of projection (16-22.4 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 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. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Noonmalice (27.5-38.5 power, 4 apr)Noonmalice (27.5-38.5 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 23% chance to corrode armor * disrupts spell-casting On weapon crit: * cripple the target Damage (Melee): +14 nature Burst (radius 1) on hit: +14 light Burst (radius 2) on crit: +28 fire Damage conversion: 40% light Damage against: +17% Unnatural When wielded/worn: Armour penetration: +9 Physical crit. chance: +22.0% Effects on melee hit: * 30% chance to blind Changes resistances: +7% all Changes resistances penetration: +11% acid / +21% fire / +11% light / +11% nature Changes damage: +6% light Critical mult.: +15.00% Mental save: +21 Life regen: +1.40 Maximum hate: +4.00 Maximum psi: +30.00 Global speed: +8% Blunt and deadly. |
voratun mace 'Cuthalathadig' (71.5-100.1 power, 6 apr) voratun mace 'Cuthalathadig' (71.5-100.1 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: 71.5 - 100.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * disrupts spell-casting On weapon crit: * cripple the target Damage (Melee): +40 nature / +15 temporal Burst (radius 1) on hit: +18 light Burst (radius 2) on crit: +15 fire Damage conversion: 37% light Damage against: +21% Unnatural When wielded/worn: Accuracy: +2 Armour penetration: +11 Physical crit. chance: +24.0% Physical power: +4 Changes resistances penetration: +12% light / +15% fire / +10% arcane / +9% physical Changes damage: +13% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +3.00% Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +1% Global speed: +4% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. iron waraxe of crippling (10.5-14.7 power, 2 apr)iron waraxe of crippling (10.5-14.7 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious steel waraxe of daylight (12.5-17.5 power, 3 apr)insidious steel waraxe of daylight (12.5-17.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +16 insidious poison / +8 light Damage against: +7% Undead One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious steel waraxe of massacre (21-29.4 power, 3 apr)insidious steel waraxe of massacre (21-29.4 power, 3 apr) Requires: - Strength 16 Infused by nature 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 Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +18 insidious poison One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe of crippling (13.5-18.9 power, 3 apr)steel waraxe of crippling (13.5-18.9 power, 3 apr) Requires: - Strength 16 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 Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Arawyn (23.5-32.9 power, 4 apr)Arawyn (23.5-32.9 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.6% crit / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +4 Physical crit. chance: +12.5% Attack speed: 100% On weapon hit: * 23% chance to corrode armor * 40% chance to daze On weapon crit: * wounds the target reducing their healing Damage (Melee): +14 temporal / +28 nature Damage against: +18% Plants When wielded/worn: Armour penetration: +11 Physical crit. chance: +21.0% Physical power: +23 Changes stats: +7 Str / +6 Dex / +8 Mag / +6 Wil / +6 Cun / +11 Con Changes resistances: +13% nature Changes resistances penetration: +11% acid / +7% physical / +20% lightning Changes damage: +6% physical Critical mult.: +16.00% Physical save: +6 Disarm immunity: +25% Life regen: +1.90 Maximum life: +20.00 One-handed war axes. |
stralite waraxe 'Zubuldaldaba' (47-65.8 power, 5 apr) stralite waraxe 'Zubuldaldaba' (47-65.8 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.2% crit / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +5 Physical crit. chance: +15.5% Attack speed: 100% On weapon hit: * 25% chance to disease * Slows global speed by 40% * 29% chance to daze * Random elemental explosion Damage (Melee): +17 darkness / +25 blight / +25 cold Burst (radius 2) on crit: +8 mind Damage against: +17% Living When wielded/worn: Armour penetration: +21 Physical crit. chance: +26.0% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 mind Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +3% nature Changes resistances penetration: +27% lightning / +15% fire / +15% cold / +12% acid Critical mult.: +36.00% Equilibrium when hit: +0.04 Mindpower: +2 One-handed war axes. |
Flashwoe (54.5-76.3 power, 6 apr) Flashwoe (54.5-76.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.2% crit / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +6 Physical crit. chance: +14.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +13 nature Burst (radius 1) on hit: +12 lightning Damage against: +30% Plants When wielded/worn: Armour penetration: +13 Physical crit. chance: +32.0% Physical power: +39 Damage when hit (Melee): 4 lightning Changes stats: +6 Mag / +7 Wil / +12 Con Changes resistances: +14% nature / +9% lightning Changes resistances penetration: +42% physical Changes damage: +15% physical Critical mult.: +20.00% Disarm immunity: +67% Equilibrium when hit: +0.08 Psi when hit: +0.12 Spellpower: +15 One-handed war axes. |
voratun waraxe 'Serpenttyphoon' (45.5-63.7 power, 6 apr) voratun waraxe 'Serpenttyphoon' (45.5-63.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 19% chance to disease * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +13 blight / +34 temporal / +17 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Physical power: +14 Damage when hit (Melee): 20 temporal Changes stats: +4 Wil / +6 Con Changes resistances: +19% temporal Changes resistances penetration: +46% acid / +24% physical / +48% cold / +48% fire / +41% lightning Changes damage: +11% physical Spell save: +13 Disease immunity: +13% Disarm immunity: +35% Mana each turn: +0.04 Damage Shield penetration: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Porigamina (22-24.2 power, 2 apr)Porigamina (22-24.2 power, 2 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 22.0 - 24.2 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: +2 Physical crit. chance: +8.0% Attack speed: 167% On weapon hit: * Slows global speed by 14% * leeches stamina from the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +14 darkness / +43 % trip chance Damage against: +14% Living / +20% Unnatural When wielded/worn: Accuracy: +29 Armour penetration: +22 Physical crit. chance: +33.0% Physical power: +11 Armour: +4 Damage when hit (Melee): 14 nature slow Changes stats: +10 Dex Changes resistances: +6% blight / +3% darkness / +5% arcane Changes resistances penetration: +10% blight Critical mult.: +32.00% A long, leather whip. |
This item will automatically be transmogrified when you leave the level. hardened leather whip 'Eilinoriath' (28.5-31.35 power, 2 apr)hardened leather whip 'Eilinoriath' (28.5-31.35 power, 2 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 28.5 - 31.4 Uses stat: 100% Dex Damage type: Acid Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 125% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +14 temporal / +14 mind / +44 % trip chance When wielded/worn: Accuracy: +8 Armour penetration: +22 Physical crit. chance: +22.0% Armour: +6 Defense: +6 Ranged Defense: +6 Damage when hit (Melee): 14 temporal Changes resistances: +9% lightning / +14% temporal Changes resistances penetration: +26% acid / +11% physical / +11% darkness / +26% fire / +25% cold / +10% mind / +24% lightning Changes damage: +11% physical Critical mult.: +16.00% Cut immunity: +15% Stun/Freeze immunity: +15% 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. |
enchanted dull aurastone enchanted dull aurastoneRequires: - Magic 11 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 1 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 1 mana): Base power: 3.0 - 3.3 Uses stat: 10% Mag Damage type: Arcane Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -50.0% 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. |
freezing dull aurastone freezing dull aurastoneRequires: - Magic 11 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 1 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 1 mana): Base power: 1.0 - 1.1 Uses stat: 10% Mag Damage type: Cold Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -50.0% Burst (radius 1) on hit: +5 cold 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. |
pure dull aurastone pure dull aurastoneRequires: - Magic 11 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 1 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 1 mana): Base power: 1.0 - 1.1 Uses stat: 10% Mag Damage type: Arcane Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -50.0% Burst (radius 1) on hit: +6 arcane 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. |
burning shiny aurastone burning shiny aurastoneRequires: - Magic 16 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 2 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 2 mana): Base power: 2.0 - 2.2 Uses stat: 15% Mag Damage type: Fire Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -45.0% Burst (radius 1) on hit: +6 fire 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. |
clear shiny aurastone clear shiny aurastoneRequires: - Magic 16 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 2 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 2 mana): Base power: 2.0 - 2.2 Uses stat: 15% Mag Damage type: Light Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -45.0% Burst (radius 1) on hit: +6 light 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. |
clouded shiny aurastone clouded shiny aurastoneRequires: - Magic 16 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 2 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 2 mana): Base power: 6.0 - 6.6 Uses stat: 15% Mag Damage type: Darkness Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -45.0% 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. |
opaque shiny aurastone opaque shiny aurastoneRequires: - Magic 16 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 2 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 2 mana): Base power: 6.0 - 6.6 Uses stat: 15% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -45.0% 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. |
warm shiny aurastone warm shiny aurastoneRequires: - Magic 16 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 2 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 2 mana): Base power: 6.0 - 6.6 Uses stat: 15% Mag Damage type: Fire Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -45.0% 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. chilling steel rapier of disarming (15-19.5 power, 3 apr)chilling steel rapier of disarming (15-19.5 power, 3 apr) Requires: - Dexterity 14 - Strength 14 Powered by arcane forces Crafted by a master 2.50 Encumbrance. Type: weapon / rapier ; tier 2 Base power: 15.0 - 19.5 Uses stats: 40% Str, 40% Dex, 40% Cun Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 cold When wielded/worn: Defense: +3 A light sword. |
This item will automatically be transmogrified when you leave the level. hateful steel rapier (13.5-17.55 power, 3 apr)hateful steel rapier (13.5-17.55 power, 3 apr) Requires: - Dexterity 14 - Strength 14 Infused by psionic forces 2.50 Encumbrance. Type: weapon / rapier ; tier 2 Base power: 13.5 - 17.6 Uses stats: 40% Str, 40% Dex, 40% Cun Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +6% Living A light sword. |
This item will automatically be transmogrified when you leave the level. steel rapier of projection (16-20.8 power, 3 apr)steel rapier of projection (16-20.8 power, 3 apr) Requires: - Dexterity 14 - Strength 14 Infused by psionic forces 2.50 Encumbrance. Type: weapon / rapier ; tier 2 Base power: 16.0 - 20.8 Uses stats: 40% Str, 40% Dex, 40% Cun Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 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. A light sword. |
Scorchvortex (64-83.2 power, 57 apr) Scorchvortex (64-83.2 power, 57 apr)Requires: - Strength 38 - Dexterity 38 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 5 Base power: 64.0 - 83.2 Uses stats: 40% Str, 40% Dex, 40% Cun Damage type: Fire Accuracy bonus: +3.2% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Accuracy bonus: +4.0% APR / acc Armour Penetration: +57 Physical crit. chance: +44.0% Attack speed: 100% On weapon hit: * Slows global speed by 33% * disrupts spell-casting On weapon crit: * wounds the target reducing their healing Damage (Melee): +12 mind / +18 temporal / +13 nature Damage against: +23% Unnatural When wielded/worn: Physical crit. chance: +14.0% Physical power: +15 Damage when hit (Melee): 8 arcane / 39 nature slow Changes stats: +3 Dex Changes resistances: +5% arcane / +6% fire Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. 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 light sword. |
This item will automatically be transmogrified when you leave the level. charmed steel ritual blade of crippling (11.5-14.95 power, 6 apr)charmed steel ritual blade of crippling (11.5-14.95 power, 6 apr) Requires: - Magic 14 - Dexterity 14 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / ritual blade ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target Damage conversion: 9% arcane When wielded/worn: Physical crit. chance: +4.0% Changes damage: +12% arcane Spell crit. chance: +4% Sharp, short and deadly. |
stralite sceptre 'Sunraider' (29.5-41.3 power, 5 apr) stralite sceptre 'Sunraider' (29.5-41.3 power, 5 apr)Requires: - Magic 28 - Constitution 28 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 4 Base power: 29.5 - 41.3 Uses stats: 50% Mag, 50% Con Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Arcane Vortex (10% chance level 5). When this weapon hits: Synaptic Static (10% chance level 5). Burst (radius 1) on hit: +34 cold / +40 mind / +41 nature Damage conversion: 22% dreamforge / 22% arcane silence When wielded/worn: Physical crit. chance: +13.0% Armour: +20 Armour Hardiness: +18% Changes stats: +5 Cun / +5 Wil Changes resistances: +12% blight / +26% physical Changes resistances penetration: +18% mind / +29% arcane Changes damage: +6% acid / +18% cold / +18% mind / +14% nature Critical mult.: +26.00% Spell save: +13 Life regen: +1.70 Mana each turn: +0.34 Maximum mana: +80.00 Maximum vim: +30.00 Spellpower: +23 Light radius: +1 Healing mod.: +20% Damage Shield penetration: +10% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Blunt and deadly. |
Aroda (40.5-56.7 power, 6 apr) Aroda (40.5-56.7 power, 6 apr)Requires: - Magic 38 - Constitution 38 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 5 Base power: 40.5 - 56.7 Uses stats: 50% Mag, 50% Con Damage type: Arcane Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Poison Storm (10% chance level 4). When this weapon hits: Bone Nova (10% chance level 4). When this weapon hits: Synaptic Static (10% chance level 3). Damage conversion: 25% crippling poison / 23% dreamforge / 25% physical bleed When wielded/worn: Armour: +23 Armour Hardiness: +22% Damage when hit (Melee): 8 arcane Changes stats: +12 Mag / +6 Wil / +10 Cun Changes resistances: +29% blight / +23% physical / +6% fire Changes resistances penetration: +18% physical / +19% nature / +19% mind Mental save: +6 Stun/Freeze immunity: +20% Teleport immunity: +25% Life regen: +3.30 Mana each turn: +0.33 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +28 Spell crit. chance: +18% Light radius: +4 Healing mod.: +57% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 70.86 light damage. Blunt and deadly. |
Poriwen the voratun sceptre (41-57.4 power, 6 apr) Poriwen the voratun sceptre (41-57.4 power, 6 apr)Requires: - Magic 38 - Constitution 38 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 5 Base power: 41.0 - 57.4 Uses stats: 50% Mag, 140% Con Damage type: Arcane Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Poison Storm (10% chance level 4). Burst (radius 1) on hit: +50 nature / +110 darkness Damage conversion: 25% crippling poison Damage against: +19% Humanoid When wielded/worn: Physical crit. chance: +9.0% Damage when hit (Melee): 12 arcane Changes stats: +13 Str / +3 Wil Changes resistances penetration: +20% nature Changes damage: +18% nature / +60% darkness Critical mult.: +26.00% Physical save: +10 Disease immunity: +5% Knockback immunity: +59% Mana each turn: +0.29 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +15 Spell crit. chance: +7% Mindpower: +6 Mental crit. chance: +2% Light radius: +4 See stealth: +19 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 70.86 light damage. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. tangling iron spear of massacre (18.5-25.9 power, 4 apr)tangling iron spear of massacre (18.5-25.9 power, 4 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / spear ; tier 1 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 83% Thrust Range: 2 When wielded/worn: Damage when hit (Melee): 5 nature A spear. |
This item will automatically be transmogrified when you leave the level. Blindbore (16.5-23.1 power, 5 apr)Blindbore (16.5-23.1 power, 5 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 83% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 24% chance to disease Damage (Melee): +25 blight / +20 mind Burst (radius 1) on hit: +11 lightning / +8 fire / +20 light Damage conversion: 35% lightning Thrust Range: 3 When wielded/worn: Accuracy: +9 Armour penetration: +9 Physical crit. chance: +9.0% Physical power: +18 Defense: +9 Changes stats: +8 Con Changes resistances penetration: +10% lightning / +18% physical / +10% light Changes damage: +11% lightning / +12% light Critical mult.: +14.00% Disease immunity: +20% Disarm immunity: +35% Light radius: +1 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. steel spear of massacre (20.5-28.7 power, 5 apr)steel spear of massacre (20.5-28.7 power, 5 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / spear ; tier 2 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 83% Thrust Range: 2 A spear. |
This item will automatically be transmogrified when you leave the level. thought-forged steel throwing knives (5/5, 9.5-12.35 power, 6 apr)thought-forged steel throwing knives (5/5, 9.5-12.35 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / throwing knives ; tier 2 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Firing range: +3 Capacity: 5 Turns elapse between self-loadings: 6 On weapon hit: * 10% chance to cause random insanity Damage (Ranged): +5 mind These knives are specially weighted to be thrown. |
Eclipse (18-21.6 power, 4 apr, darkness damage) Eclipse (18-21.6 power, 4 apr, darkness damage)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
This item will automatically be transmogrified when you leave the level. ash vilestaff of might (15-18 power, 3 apr, physical damage)ash vilestaff of might (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: +6 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. cruel ash vilestaff (15-18 power, 3 apr, physical damage)cruel ash vilestaff (15-18 power, 3 apr, physical damage) Requires: - Magic 16 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: Physical crit. chance: +7.0% Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +12.00% 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. keeper's ash vilestaff (15-18 power, 3 apr, physical damage)keeper's ash vilestaff (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% blight Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Casting speed: +12% Paradox regeneration: -2.00 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 magestaff of might (19-22.8 power, 3 apr, physical damage)potent ash magestaff of might (19-22.8 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: 19.0 - 22.8 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: +19% fire Talent granted: +1 Command Staff Spellpower: +8 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. potent ash vilestaff of power (19-22.8 power, 3 apr, physical damage)potent ash vilestaff of power (19-22.8 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: 19.0 - 22.8 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: +19% blight Talent granted: +1 Command Staff Spellpower: +13 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. shimmering ash starstaff (15-18 power, 3 apr, physical damage)shimmering 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% physical Talent granted: +1 Command Staff Mana each turn: +0.14 Maximum mana: +31.00 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. surging ash magestaff (15-18 power, 3 apr, physical damage)surging ash magestaff (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% fire 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. Haniharasus the yew magestaff (20-24 power, 5 apr, physical damage)Haniharasus the yew magestaff (20-24 power, 5 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: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +17.0% Defense: +22 Fatigue: -6% Effects on melee hit: * 25% chance to blind Damage (Melee): 33 arcane / 78 fire Changes stats: +4 Con Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +101.00% Maximum encumbrance: +20 Physical save: +3 Mana each turn: +0.28 Maximum mana: +44.00 Maximum stamina: +21.00 Spellpower: +55 Spell crit. chance: +3% Light radius: +8 See invisible: +37 Movement speed: +16% Casting speed: +16% Paradox regeneration: -3.00 It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Neretira (20-24 power, 4 apr, physical damage)Neretira (20-24 power, 4 apr, physical damage) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 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: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armor Damage Shield penetration (this weapon only): +20% Damage (Melee): +13 draining blight When wielded/worn: Physical crit. chance: +11.0% Armour: +10 Defense: +10 Changes stats: +4 Mag / +4 Wil Changes resistances: +9% acid / +10% cold / +10% fire / +11% temporal Maximum wards: +3 fire Changes damage: +20% fire Talents granted: +4 Ward +1 Command Staff Critical mult.: +26.00% Mana each turn: +0.12 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +70.00 Maximum neg.energy: +38.00 Spellpower: +25 Spell crit. chance: +18% Light radius: -1 Life leech chance: +11% Life leech: +11% Defense after a teleport: +23 Resist all after a teleport: +17% New effects duration reduction after a teleport: +28% Reduces paradox failures(equivalent to willpower): +38 It can be used to project damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Eluta the elven-wood starstaff (23-27.6 power, 5 apr, physical damage) Eluta the elven-wood starstaff (23-27.6 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 23.0 - 27.6 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% Damage (Melee): +17 draining blight When wielded/worn: Accuracy: +6 Effects on melee hit: * 17% chance to disease Damage when hit (Melee): 16 physical Changes resistances: +12% fire Changes resistances penetration: +12% light / +12% temporal / +12% darkness / +12% physical Changes damage: +25% physical / +25% temporal / +25% darkness / +25% light Talent granted: +1 Command Staff Physical save: +13 Spell save: +13 Mental save: +13 Stun/Freeze immunity: +15% Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +34.00 Spellpower: +32 Spell crit. chance: +23% Casting speed: +35% Healing mod.: +10% Life leech chance: +13% Life leech: +13% Paradox regeneration: -8.00 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. acidic steel battleaxe of massacre (30.5-45.75 power, 2 apr)acidic steel battleaxe of massacre (30.5-45.75 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: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. hateful steel battleaxe (20-30 power, 2 apr)hateful steel battleaxe (20-30 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +10% Living Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. heavy steel battleaxe (24.5-36.75 power, 2 apr)heavy steel battleaxe (24.5-36.75 power, 2 apr) Requires: - Strength 16 Crafted by a master 4.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.5 - 36.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% * Grants [Heavy Strike] Talent Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of erosion (20.5-30.75 power, 2 apr)steel battleaxe of erosion (20.5-30.75 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 nature / +10 temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of paradox (20.5-30.75 power, 2 apr)steel battleaxe of paradox (20.5-30.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 temporal When wielded/worn: Damage when hit (Melee): 9 temporal Changes resistances: +9% temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Bethyra (41.5-62.25 power, 3 apr)Bethyra (41.5-62.25 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Arcane Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 111% On weapon hit: * 41% chance to corrode armor * 62 arcane resource burn * 41% chance to daze * 25% chance to remove a magical effect On weapon crit: * burns latent spell energy Damage (Melee): +24 temporal / +48 nature When wielded/worn: Accuracy: +38 Physical crit. chance: +17.0% Physical power: +19 Defense: +23 Ranged Defense: +4 Changes stats: +6 Str / +12 Dex / +6 Mag / +6 Wil / +6 Cun / +5 Con Changes resistances: +9% fire Changes resistances penetration: +19% lightning / +19% acid Spell save: +29 Poison immunity: +20% Disarm immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +5% Life regen: +3.00 * Grants [Sweeping Blows] Talent Massive two-handed battleaxes. |
Emithra the stralite battleaxe (43.5-65.25 power, 3 apr) Emithra the stralite battleaxe (43.5-65.25 power, 3 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 111% On weapon hit: * 20 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * burns latent spell energy Damage (Melee): +56 insidious poison / +24 nature Damage against: +43% Unnatural When wielded/worn: Accuracy: +16 Armour penetration: +13 Physical crit. chance: +19.0% Damage when hit (Melee): 13 nature Changes stats: +7 Dex / +9 Wil Changes resistances: +28% acid / +9% darkness / +21% fire / +9% blight / +21% cold / +6% nature / +17% lightning Changes resistances penetration: +13% physical Changes damage: +3% acid / +17% physical Reduces incoming crit damage: 10.00% Spell save: +19 Disease immunity: +15% Stun/Freeze immunity: +10% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. chilling steel greatmaul (24-36 power, 2 apr)chilling steel greatmaul (24-36 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 cold Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul 'Brightglamour' (77-115.5 power, 2 apr)dwarven-steel greatmaul 'Brightglamour' (77-115.5 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 6.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 77.0 - 115.5 Uses stat: 120% Str Damage type: Acid Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 20% chance to disease * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +20 blight / +20 mind Burst (radius 1) on hit: +20 light / +4 fire Burst (radius 2) on crit: +4 mind Damage conversion: 56% light When wielded/worn: Accuracy: +14 Armour penetration: +16 Physical crit. chance: +32.0% Damage when hit (Melee): 4 acid Changes stats: +7 Dex / +2 Wil Changes resistances penetration: +14% light Changes damage: +12% acid Critical mult.: +23.00% Mental save: +6 Disease immunity: +35% Heals friendly targets nearby when you use a nature summon: +40 * Grants [Heavy Strike] Talent 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 mauls. |
This item will automatically be transmogrified when you leave the level. Spectral Blade (24-38.4 power, 25 apr)Spectral Blade (24-38.4 power, 25 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. chilling steel greatsword (21.5-34.4 power, 2 apr)chilling steel greatsword (21.5-34.4 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling steel greatsword of sweeping (27-43.2 power, 2 apr)chilling steel greatsword of sweeping (27-43.2 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 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: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +13 cold * Grants [Sweeping Blows] Talent Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. cutting steel greatsword (24.5-39.2 power, 2 apr)cutting steel greatsword (24.5-39.2 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious steel greatsword of massacre (32.5-52 power, 2 apr)insidious steel greatsword of massacre (32.5-52 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: 32.5 - 52.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +14 insidious poison Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of crippling (27-43.2 power, 2 apr)steel greatsword of crippling (27-43.2 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: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Massive two-handed swords. |
Mayemira the Skyterror (64-102.4 power, 4 apr) Mayemira the Skyterror (64-102.4 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 125% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 40% chance to gain 10% of a turn * 20% chance to daze * 17% chance to inflict damage reduction * 27% chance to disease * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +51 acid / +4 lightning / +28 blight / +42 cold When wielded/worn: Accuracy: +36 Armour penetration: +16 Physical crit. chance: +39.0% Physical power: +20 Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +19 Dex / +9 Con Changes resistances: +3% fire Changes resistances penetration: +15% temporal / +20% physical Changes damage: +6% temporal Critical mult.: +26.00% Disease immunity: +48% Disarm immunity: +49% Massive two-handed swords. |
Silurena (105.5-168.8 power, 4 apr) Silurena (105.5-168.8 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 105.5 - 168.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +4 Physical crit. chance: +17.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armor * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +28 lightning / +28 temporal Burst (radius 1) on hit: +28 fire When wielded/worn: Physical crit. chance: +57.0% Physical power: +41 Damage when hit (Melee): 28 temporal Changes stats: +9 Con Changes resistances: +9% light / +28% temporal / +9% nature / +3% mind Changes resistances penetration: +13% physical Reduces incoming crit damage: 5.00% Disarm immunity: +35% Pinning immunity: +5% Stun/Freeze immunity: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. heavy blue-steel trident (21.5-34.4 power, 8 apr)heavy blue-steel trident (21.5-34.4 power, 8 apr) Requires: - Strength 16 Crafted by a master 4.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% * Grants [Heavy Strike] Talent 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. Armekor the Bileravager (30-45 power, 2 apr)Armekor the Bileravager (30-45 power, 2 apr) Requires: - Strength 16 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 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to inflict damage reduction * Slows global speed by 20% * 18% chance to disease * 20% chance to curse the target Damage Shield penetration (this weapon only): +30% Damage (Melee): +4 nature / +18 blight / +6 fire Burst (radius 1) on hit: +4 nature When wielded/worn: Armour penetration: +11 Physical crit. chance: +11.0% Changes stats: +1 Mag Changes resistances: +9% temporal / +8% darkness / +8% cold / +40% mind / +23% light Changes damage: +8% fire / +8% light / +6% arcane Critical mult.: +17.00% Mental save: +6 Maximum psi: +32.00 Mindpower: +8 Light radius: +3 See stealth: +32 See invisible: +30 * Grants [Sweeping Blows] Talent Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. ash greatclub 'Flashbraid' (46.5-69.75 power, 2 apr)ash greatclub 'Flashbraid' (46.5-69.75 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 6.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatclub ; tier 2 It must be held with both hands. Base power: 46.5 - 69.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 60 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +11 bleed / +14 nature slow / +14 temporal Burst (radius 2) on crit: +8 light When wielded/worn: Physical crit. chance: +11.0% Changes stats: +2 Cun / +1 Con Changes resistances: +8% blight / +23% light / +20% mind Changes resistances penetration: +5% light Changes damage: +11% temporal / +12% nature / +11% physical Grants telepathy: Dragon Mental save: +8 Disease immunity: +13% Maximum psi: +29.00 Mental crit. chance: +11% Infravision radius: +3 See stealth: +11 See invisible: +19 * Grants [Heavy Strike] Talent Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. ash greatclub of binding (26.5-39.75 power, 2 apr)ash greatclub of binding (26.5-39.75 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 10% chance to bind Damage (Melee): +20 nature Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. ash greatclub of slime (30-45 power, 2 apr)ash greatclub of slime (30-45 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 5% Changes damage: +5% nature Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. Rhurek the Filthmonster (44-70.4 power, 13 apr)Rhurek the Filthmonster (44-70.4 power, 13 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatspear ; tier 2 It must be held with both hands. Base power: 44.0 - 70.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Physical crit. chance: +3.0% Attack speed: 91% On weapon crit: * cripple the target Damage (Melee): +14 acid / +44 % trip chance Burst (radius 1) on hit: +14 fire Thrust Range: 2 When wielded/worn: Accuracy: +22 Physical crit. chance: +11.0% Physical power: +30 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes stats: +4 Str / +5 Dex / +2 Mag / +2 Wil / +2 Cun / +9 Con Changes resistances: +6% nature Changes resistances penetration: +22% physical Changes damage: +9% physical Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +48% Stamina when hit: +2.00 A heavy spear. |
This item will automatically be transmogrified when you leave the level. Khelegar the dwarven-steel greatspear (44.5-71.2 power, 20 apr)Khelegar the dwarven-steel greatspear (44.5-71.2 power, 20 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 6.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatspear ; tier 3 It must be held with both hands. Base power: 44.5 - 71.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +7.5% Attack speed: 83% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +48% Damage (Melee): +16 lightning / +16 acid Thrust Range: 2 When wielded/worn: Armour penetration: +14 Physical crit. chance: +14.0% Damage when hit (Melee): 12 blight Changes resistances: +5% arcane / +17% all Changes resistances penetration: +28% nature Critical mult.: +25.00% Spellpower on spell critical (stacks up to 3 times): +11 Spell crit. chance: +4% * Grants [Heavy Strike] Talent A heavy spear. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatspear 'Mayetta' (42-67.2 power, 16 apr)dwarven-steel greatspear 'Mayetta' (42-67.2 power, 16 apr) Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatspear ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +16 Physical crit. chance: +7.5% Attack speed: 91% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +17 mind / +53 % trip chance Thrust Range: 2 When wielded/worn: Accuracy: +14 Physical crit. chance: +28.0% Physical power: +22 Effects on melee hit: * 15% chance to corrode armor Changes stats: +6 Dex / +6 Con Changes resistances: +15% lightning / +3% light / +3% nature / +6% fire / +5% arcane / +9% all Changes resistances penetration: +14% nature / +14% physical / +14% mind / +14% darkness Changes damage: +3% mind Disarm immunity: +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. A heavy spear. |
Boltclash the stralite greatspear (57-91.2 power, 20 apr) Boltclash the stralite greatspear (57-91.2 power, 20 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 6.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatspear ; tier 4 It must be held with both hands. Base power: 57.0 - 91.2 Uses stat: 120% Str Damage type: Blight Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +4.5% Attack speed: 83% On weapon hit: * 20% chance to daze * 27 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy Damage (Melee): +21 temporal / +21 mind / +41 nature / +63 % trip chance Burst (radius 1) on hit: +4 blight Thrust Range: 4 When wielded/worn: Physical power: +11 Damage when hit (Melee): 12 temporal Changes resistances: +6% temporal / +8% all Changes resistances penetration: +16% nature Changes damage: +12% blight / +6% lightning * Grants [Heavy Strike] Talent 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 heavy spear. |
Treewaker the stralite greatspear (56-89.6 power, 8 apr) Treewaker the stralite greatspear (56-89.6 power, 8 apr)Requires: - Strength 35 Powered by arcane forces 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: 56.0 - 89.6 Uses stat: 120% Str Damage type: Blight Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.5% Attack speed: 91% On weapon hit: * 30% chance to disease * Random elemental explosion On weapon crit: * wounds the target reducing their healing Damage (Melee): +28 blight / +8 nature / +26 cold Burst (radius 1) on hit: +20 fire Thrust Range: 2 When wielded/worn: Accuracy: +20 Armour penetration: +16 Physical crit. chance: +32.0% Physical power: +48 Changes stats: +8 Dex / +14 Con Changes resistances: +12% blight Changes resistances penetration: +18% acid / +32% physical / +18% cold / +17% fire / +18% lightning Critical mult.: +22.00% Reduces incoming crit damage: 10.00% Physical save: +6 Disarm immunity: +65% Maximum life: +10.00 A heavy spear. |
This item will automatically be transmogrified when you leave the level. ash longbow 'Shadowmaster'ash longbow 'Shadowmaster' Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 11% chance to corrode armor * 20% chance to gain 10% of a turn * 47% chance to inflict damage reduction Damage (Ranged): +17 nature Burst (radius 1) on hit: +4 darkness When wielded/worn: Accuracy: +16 Physical crit. chance: +17.0% Physical power: +9 Changes stats: +4 Str / +2 Mag Changes resistances: +5% all Changes resistances penetration: +9% acid / +66% physical / +9% nature / +5% temporal Changes damage: +9% arcane / +41% physical Life regen: +1.30 Mana each turn: +0.12 Maximum vim: +20.00 Damage Shield penetration: +60% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady ash longbow of coldsteady ash longbow of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +5 cold When wielded/worn: Accuracy: +6 Changes damage: +9% cold 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. Veliwe the elven-wood longbowVeliwe the elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +54 nature / +17 cold Burst (radius 1) on hit: +6 blight Burst (radius 2) on crit: +2 arcane When wielded/worn: Accuracy: +26 Armour penetration: +3 Physical crit. chance: +13.0% Changes stats: +19 Dex Changes resistances: +2% physical / +5% arcane / +18% all Changes resistances penetration: +80% physical / +22% nature / +5% arcane Changes damage: +17% cold / +36% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-2 turns) Pinning Shot (-1 turn) Physical save: +3 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. cured leather slingcured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. cured leather slingcured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. insidious quiver of ash arrows of erosion (16/16, 20.5-28.7 power, 7 apr)insidious quiver of ash arrows of erosion (16/16, 20.5-28.7 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 16 Damage (Ranged): +10 insidious poison / +8 temporal / +7 nature Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows of vileness (18/18, 20.5-28.7 power, 7 apr)quiver of ash arrows of vileness (18/18, 20.5-28.7 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 18 On weapon hit: * 6% chance to disease Damage (Ranged): +8 blight Arrows are used with bows to pierce your foes to death. |
Swordshatter Shots (20/20, 20-24 power, 15 apr) Swordshatter Shots (20/20, 20-24 power, 15 apr)Requires: - Dexterity 20 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +15 crumble (Crumble is Arcane damage, disarms weapons and gets +50% damage versus petrified targets.) Exceptionally hard shots, designed for breaking weapons. |
This item will automatically be transmogrified when you leave the level. icy pouch of steel shots (19/19, 21-25.2 power, 2 apr)icy pouch of steel shots (19/19, 21-25.2 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 Damage (Ranged): +5 cold Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. focusing woollen robe of protection (2 def, 2 armour)focusing woollen robe of protection (2 def, 2 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +2 Changes stats: +4 Mag / +5 Wil Physical save: +20 Mana each turn: +0.13 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe 'Murkqueller' (4 def, 3 armour)woollen robe 'Murkqueller' (4 def, 3 armour) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +4 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 darkness Changes stats: +12 Mag / +11 Wil / +8 Cun Changes resistances: +18% lightning Changes resistances penetration: +11% physical / +11% darkness / +10% mind Changes damage: +12% lightning / +11% physical / +22% darkness / +10% light / +22% all Critical mult.: +13.00% Physical save: +21 Mental save: +21 Mana each turn: +0.42 Psi each turn: +0.44 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Maximum hate: +9.00 Maximum psi: +20.00 Spellpower: +35 Spell crit. chance: +7% Mindpower: +17 Mental crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe of fire (+16%) (0 def, 0 armour)woollen robe of fire (+16%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 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. woollen robe of nature (+18%) (0 def, 0 armour)woollen robe of nature (+18%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% nature Changes damage: +12% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of light (+18%) (2 def, 0 armour)cashmere robe of light (+18%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +18% light Changes damage: +12% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vorolratira (10 def, 11 armour) Vorolratira (10 def, 11 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +11 Defense: +10 Changes stats: +8 Str / +16 Mag / +15 Wil / +10 Con Changes resistances: +84% lightning / +12% darkness / +10% light / +5% arcane / +8% blight / +40% fire / +20% mind / +27% cold Changes resistances penetration: +16% darkness / +20% physical Changes damage: +39% lightning / +35% physical / +19% darkness / +20% nature / +20% cold / +20% mind / +19% fire Physical save: +50 Spell save: +40 Mental save: +17 Blindness immunity: +10% Poison immunity: +50% Disease immunity: +0% Pinning immunity: +15% Mana each turn: +0.73 Psi each turn: +0.40 Maximum mana: +96.00 Maximum hate: +15.00 Spellpower: +29 Spell crit. chance: +15% Mindpower: +7 Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cleansing cured leather armour of fire resistance (2 def, 4 armour)cleansing cured leather armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +12% blight / +15% fire / +14% nature A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour (2 def, 4 armour)cured leather armour (2 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour 'Cloudwind' (20 def, 4 armour)cured leather armour 'Cloudwind' (20 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +15.0% Physical power: +21 Armour: +4 Defense: +20 Ranged Defense: +18 Fatigue: +7% Damage (Melee): 7 lightning Damage (Ranged): 7 lightning Damage when hit (Melee): 8 lightning Changes stats: +6 Str / +9 Dex / +6 Mag / +5 Wil / +5 Cun Changes resistances: +39% lightning / +81% cold Changes resistances penetration: +20% arcane / +25% blight Changes damage: +9% lightning Critical mult.: +42.00% Movement speed: +20% 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: +17% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of stability (2 def, 4 armour)cured leather armour of stability (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: +6% physical Physical save: +10 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour of resilience (2 def, 4 armour)rejuvenating cured leather armour of resilience (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Life regen: +3.40 Stamina each turn: +0.80 Maximum life: +23.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour of resilience (2 def, 4 armour)rejuvenating cured leather armour of resilience (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Life regen: +2.70 Stamina each turn: +0.80 Maximum life: +24.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of resilience (2 def, 4 armour)spiked cured leather armour of resilience (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 11 physical Maximum life: +24.00 A suit of armour made of leather. |
hardened leather armour 'Xilaith' (22 def, 36 armour) hardened leather armour 'Xilaith' (22 def, 36 armour)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 Armour: +36 Defense: +22 Ranged Defense: +11 Fatigue: +8% Damage (Melee): 16 fire Damage (Ranged): 16 fire Damage when hit (Melee): 8 acid / 16 physical Changes stats: +4 Cun / +8 Dex Changes resistances: +49% physical / +46% blight / +8% cold / +52% nature / +54% fire Reduced damage from: +22% Unnatural Critical mult.: +16.00% Reduces incoming crit damage: 17.00% Mental save: +21 Light radius: +1 Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of spell shielding (3 def, 6 armour)prismatic hardened leather armour of spell shielding (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes resistances: +6% arcane / +15% light / +12% darkness Spell save: +10 A suit of armour made of leather. |
Blazebore (44 def, 18 armour) Blazebore (44 def, 18 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +19 Armour: +18 Defense: +44 Ranged Defense: +12 Fatigue: +8% Damage (Melee): 10 lightning Damage (Ranged): 5 lightning Damage when hit (Melee): 20 physical Changes stats: +10 Str / +9 Dex / +6 Cun Changes resistances: +35% lightning / +6% darkness / +23% blight / +52% cold / +10% mind / +20% nature Reduced damage from: +15% Unnatural Critical mult.: +39.00% Physical save: +21 Spell save: +20 Mental save: +50 Poison immunity: +10% Life regen: +3.90 Maximum life: +100.00 Healing mod.: +23% A suit of armour made of leather. |
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. spiked steel mail armour of clarity (2 def, 6 armour)spiked steel mail armour of clarity (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 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: +6% mind Mental save: +12 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour (3 def, 8 armour)radiant dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +12% blight / +13% darkness Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic steel plate armour (4 def, 9 armour)prismatic steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +10% light / +12% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour (4 def, 9 armour)steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour of spell shielding (4 def, 9 armour)steel plate armour of spell shielding (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +5% arcane Spell save: +13 A suit of armour made of metal plates. |
voratun plate armour 'Duathelwire' (9 def, 44 armour) voratun plate armour 'Duathelwire' (9 def, 44 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: +44 Defense: +9 Fatigue: +26% Effects on melee hit: * 45% chance to inflict damage reduction * 15% chance to corrode armor Damage when hit (Melee): 16 acid / 11 light / 16 darkness Changes stats: +11 Str / +14 Wil / +9 Cun / +13 Con Changes resistances: +34% acid / +27% physical / +23% darkness / +55% lightning / +47% blight / +56% fire / +20% nature / +58% cold Changes resistances penetration: +5% blight Reduced damage from: +15% Unnatural Talent cooldown: Rush (-5 turns) Mental save: +22 Disarm immunity: +34% Stun/Freeze immunity: +37% Knockback immunity: +40% Maximum life: +74.00 Light radius: +2 A suit of armour made of metal plates. |
Skeletal Parry (10 def, 4 armour, 40 block) Skeletal Parry (10 def, 4 armour, 40 block)Requires: - Strength 25 - Talent Armour Training (level 2) Alternately Requires: - Talent Shield Mastery (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Defense: +10 Fatigue: +6% Damage when hit (Melee): 10 physical bleed Talent granted: +2 Block It can be used to activate talent Bone Armour (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Creates a shield of bones, absorbing 896 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
This item will automatically be transmogrified when you leave the level. acidic steel shield (6 def, 2 armour, 45 block)acidic steel shield (6 def, 2 armour, 45 block) Requires: - Strength 16 - Talent Armour Training (level 2) Alternately Requires: - Strength 16 - Talent Shield Mastery (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 10 acid Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. icy steel shield (6 def, 2 armour, 40.5 block)icy steel shield (6 def, 2 armour, 40.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Alternately Requires: - Strength 16 - Talent Shield Mastery (level 1) Infused by nature 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): 12 ice Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. deflecting dwarven-steel shield of physical resistance (+12%) (14 def, 2 armour, 78.5 block)deflecting dwarven-steel shield of physical resistance (+12%) (14 def, 2 armour, 78.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Alternately Requires: - Strength 24 - Talent Shield Mastery (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +14 Ranged Defense: +8 Fatigue: +12% Changes resistances: +12% physical Talent granted: +3 Block Deflect projectiles away: +5% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. cleansing rough leather beltcleansing rough leather belt Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% acid / +5% blight A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating rough leather beltinsulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating rough leather belt of the mysticinsulating rough leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Mental save: +7 Spellpower: +2 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. rough leather belt of transcendencerough leather belt of transcendence Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 Mindpower: +3 A belt that goes around your waist. |
Unlightnail the hardened leather belt Unlightnail the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 Armour: +11 Defense: +16 Damage when hit (Melee): 16 light / 4 darkness Changes stats: +4 Dex / +9 Mag / +5 Wil Changes resistances: +11% blight / +30% fire / +33% cold Changes damage: +3% darkness Grants telepathy: Humanoid/Orc Critical mult.: +11.00% Stealth bonus: +11 Mana each turn: +0.40 Maximum life: +98.00 Maximum mana: +98.00 Maximum stamina: +49.00 Maximum hate: +16.00 Maximum psi: +31.00 Maximum vim: +32.00 Maximum pos.energy: +32.00 Maximum neg.energy: +31.00 Spell crit. chance: +5% Reduces paradox failures(equivalent to willpower): +27 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to create a temporary shield that absorbs 314 damage, placing all other charms into a 30 cooldown. A belt that goes around your waist. |
Malustir the drakeskin leather belt Malustir the drakeskin leather beltInfused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +28.0% Physical power: +10 Defense: +13 Damage when hit (Melee): 16 temporal Changes stats: +6 Str / +21 Dex / +11 Cun / +11 Con / +17 Lck Changes resistances: +11% lightning / +11% temporal / +15% blight / +15% acid Changes damage: +6% arcane Trap disarming bonus: +55 Stealth bonus: +37 Physical save: +21 Mental save: +21 Mindpower: +18 Mental crit. chance: +28% Infravision radius: +9 Size category: +1 A belt that goes around your waist. |
Voruma VorumaInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Physical power: +7 Armour: +42 Defense: +68 Changes stats: +6 Str / +12 Dex / +6 Wil / +11 Cun Changes resistances: +15% fire / +15% cold Changes resistances penetration: +10% arcane / +16% physical Changes damage: +9% arcane / +23% physical Reduced damage from: +36% Summoned Stealth bonus: +12 Physical save: +85 Spell save: +35 Mental save: +17 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +80.00 Spellpower: +4 Mental crit. chance: +15% Damage Shield penetration: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. linen cloak of battle (1 def, 0 armour)linen cloak of battle (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 Defense: +1 Fatigue: -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velydhera (32 def, 10 armour) Velydhera (32 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +14 Armour penetration: +19 Physical crit. chance: +2.0% Physical power: +2 Armour: +10 Defense: +32 Changes stats: +4 Dex / +4 Mag / +12 Wil / +4 Cun Changes resistances: +3% blight / +19% cold / +19% light / +19% fire Changes damage: +3% physical Critical mult.: +28.00% Stealth bonus: +21 Physical save: +19 Spell save: +10 Mental save: +21 Life regen: +1.60 Maximum life: +48.00 Maximum mana: +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Relgibers' (63 def, 10 armour) elven-silk cloak 'Relgibers' (63 def, 10 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: Armour: +10 Defense: +63 Changes stats: +2 Str / +2 Dex / +6 Mag / +14 Wil / +9 Cun / +3 Con Changes resistances: +46% light / +48% fire Changes damage: +9% mind / +9% physical Stealth bonus: +26 Maximum encumbrance: +20 Physical save: +52 Spell save: +34 Mental save: +20 Maximum life: +130.00 Maximum mana: +79.00 Maximum stamina: +15.00 Mental crit. chance: +15% 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. pair of rough leather boots (0 def, 1 armour)pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. stealthy pair of rough leather boots of uncanny dodging (3 def, 1 armour)stealthy pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: +1% Changes stats: +6 Lck / +4 Dex Stealth bonus: +5 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Xadhebeth the Growthzeal (35 def, 5 armour) Xadhebeth the Growthzeal (35 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +6 Armour: +5 Defense: +35 Fatigue: -4% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 arcane / 8 temporal Changes stats: +11 Dex / +14 Cun / +10 Con / +12 Lck Changes resistances: +3% temporal / +12% fire / +5% arcane / +13% cold Changes resistances penetration: +10% nature / +5% temporal Stealth bonus: +15 Physical save: +35 Mental save: +42 Life regen: +4.50 Stamina each turn: +0.90 Maximum life: +48.00 Movement speed: +10% Healing mod.: +25% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 41% chance to completely evade them and granting you 47 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of iron boots (0 def, 3 armour)blood-soaked pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 Armour: +3 Fatigue: +2% 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. insulating pair of iron boots of uncanny dodging (3 def, 3 armour)insulating pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +2 Fatigue: +2% Changes resistances: +6% fire / +6% cold 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. pair of iron boots (0 def, 3 armour)pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Suncut' (26 def, 4 armour) pair of dwarven-steel boots 'Suncut' (26 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +26 Ranged Defense: +7 Fatigue: +3% Damage when hit (Melee): 4 light / 12 fire Changes stats: +7 Dex / +10 Mag / +8 Wil / +5 Cun / +4 Con Changes resistances: +6% light Changes resistances penetration: +10% fire / +15% mind / +8% physical Changes damage: +8% acid / +8% blight Physical save: +20 Spell save: +22 Mental save: +22 Disease immunity: +32% Silence immunity: +35% Confusion immunity: +38% Stun/Freeze immunity: +34% Spellpower: +8 Mindpower: +6 Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Barudorion' (0 def, 15 armour) pair of voratun boots 'Barudorion' (0 def, 15 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: Physical crit. chance: +5.0% Physical power: +5 Armour: +15 Fatigue: +4% Changes stats: +9 Str / +11 Dex / +2 Mag / +17 Cun / +12 Con Changes resistances: +12% light / +14% fire / +5% arcane / +15% cold Changes resistances penetration: +9% physical Changes damage: +10% physical Reduces incoming crit damage: 10.00% Physical save: +25 Mental save: +25 Spellpower: +11 Light radius: +2 Infravision radius: +3 Size category: +1 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 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. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.0% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 436.82 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tudas (0 def, 8 armour) Tudas (0 def, 8 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +52 Armour penetration: +9 Physical power: +2 Armour: +8 Damage (Melee): 12 cold Effects when hit in melee: * 61% chance to reduce powers by 20% * 63 arcane resource burn Changes stats: +7 Str / +24 Dex / +3 Wil / +12 Cun / +5 Con Changes resistances: +9% cold Changes damage: +6% mind / +9% cold Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 5.00% Trap disarming bonus: +30 Physical save: +9 Spell save: +40 Mental save: +21 Life regen: +5.20 Stamina each turn: +0.90 Psi each turn: +0.37 Hate when firing a critical mind attack: +3.00 Maximum life: +80.00 Maximum psi: +20.00 When used to modify unarmed attacks: Base power: 36.0 - 39.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +46 Armour Penetration: +14 Physical crit. chance: +33.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 65% chance to reduce powers by 20% * 61 arcane resource burn Burst (radius 2) on crit: +15 ice / +12 mind It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. 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. iron gauntlets of magic (+3) (0 def, 1 armour)iron gauntlets of magic (+3) (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% Damage (Melee): +5 arcane Burst (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. restful iron gauntlets of magic (+3) (0 def, 1 armour)restful iron gauntlets of magic (+3) (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +12.00 When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 1). Damage (Melee): +6 arcane Burst (radius 2) on crit: +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Aerariaba the dwarven-steel gauntlets (0 def, 7 armour) Aerariaba the dwarven-steel gauntlets (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 Armour penetration: +11 Physical power: +7 Armour: +7 Damage (Melee): 11 lightning / 10 fire / 11 nature Effects when hit in melee: * 27% chance to reduce powers by 20% * 27 arcane resource burn Changes stats: +11 Str / +12 Dex / +12 Cun Changes resistances: +11% blight / +8% fire / +8% nature / +8% lightning Changes damage: +8% lightning / +8% fire / +8% nature Talent cooldown: Double Strike (-3 turns) Physical save: +21 Spell save: +34 Mental save: +11 Disease immunity: +15% Life regen: +4.20 Stamina each turn: +0.90 Psi each turn: +0.23 Only die when reaching: -20.00 life Maximum life: +61.00 When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +33 Armour Penetration: +20 Physical crit. chance: +38.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Set Up (30% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * Slows global speed by 19% * 24% chance to reduce powers by 20% * 19% chance to corrode armor * 24 arcane resource burn Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +11 lightning / +10 fire / +11 nature / +8 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Betytira the dwarven-steel gauntlets (0 def, 12 armour) Betytira the dwarven-steel gauntlets (0 def, 12 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: +48 Armour penetration: +11 Armour: +12 Damage (Melee): 14 darkness Damage when hit (Melee): 4 blight Changes stats: +11 Dex / +4 Mag / +17 Cun / +8 Con Changes resistances: +39% darkness / +8% light Changes resistances penetration: +20% acid / +5% blight Changes damage: +8% darkness / +6% blight Physical save: +29 Spell save: +16 Mental save: +33 Disease immunity: +15% Maximum life: +121.00 Infravision radius: +8 When used to modify unarmed attacks: Base power: 32.0 - 44.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +52 Armour Penetration: +17 Physical crit. chance: +34.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Battle Shout (20% chance level 3). When this weapon crits: Dominate (20% chance level 3). On weapon hit: * 10% chance to inflict damage reduction Damage (Melee): +4 blight / +34 physical / +37 darkness Burst (radius 2) on crit: +29 light / +29 darkness 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 65.92 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. |
Chehir the dwarven-steel gauntlets (0 def, 23 armour) Chehir the dwarven-steel gauntlets (0 def, 23 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +63 Armour penetration: +10 Physical power: +9 Armour: +23 Damage (Melee): 11 physical Effects when hit in melee: * 24% chance to reduce powers by 20% * 27 arcane resource burn Damage when hit (Melee): 8 blight Changes stats: +4 Cun / +9 Dex Changes resistances: +11% blight / +10% darkness Changes damage: +7% physical Physical save: +14 Spell save: +32 Mental save: +21 Poison immunity: +10% Silence immunity: +10% Disarm immunity: +10% Maximum life: +185.00 Infravision radius: +3 When used to modify unarmed attacks: Base power: 38.5 - 53.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +56 Armour Penetration: +19 Physical crit. chance: +33.0% Attack speed: 83% When this weapon hits: Battle Shout (30% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Sand Breath (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 40% chance to disease * Slows global speed by 18% * 23% chance to reduce powers by 20% * 27 arcane resource burn * 18% chance to corrode armor Damage (Melee): +19 darkness Burst (radius 1) on hit: +11 physical Burst (radius 2) on crit: +10 physical It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Forestcrypt (0 def, 2 armour) Forestcrypt (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 Armour penetration: +12 Physical crit. chance: +2.0% Physical power: +14 Armour: +2 Damage (Melee): 21 lightning Damage when hit (Melee): 4 nature / 8 physical Changes stats: +11 Str / +15 Dex / +16 Cun / +4 Con Changes resistances: +15% lightning / +11% darkness Changes damage: +16% lightning Talent cooldown: Double Strike (-2 turns) Critical mult.: +6.00% Physical save: +21 Spell save: +8 Mental save: +7 Life regen: +2.20 Stamina each turn: +1.30 Mana each turn: +0.25 Maximum stamina: +19.00 Spellpower: +9 Spell crit. chance: +6% Infravision radius: +3 When used to modify unarmed attacks: Base power: 24.0 - 33.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +33 Armour Penetration: +17 Physical crit. chance: +33.0% Attack speed: 83% When this weapon hits: Lightning Breath (20% chance level 3). When this weapon hits: Elemental bolt (10% chance level 3). When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (20% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +15 physical / +12 arcane / +19 darkness Burst (radius 2) on crit: +16 lightning It can be used to activate talent Juggernaut, 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: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Ulfygas (0 def, 25 armour) Ulfygas (0 def, 25 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +40 Armour penetration: +11 Physical power: +10 Armour: +25 Fatigue: -6% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 9 lightning / 11 physical / 11 nature Changes stats: +8 Dex Changes resistances: +8% lightning / +13% darkness / +24% blight / +13% arcane / +8% nature Changes damage: +6% lightning / +8% physical / +7% nature Damage affinity(heal): +9% nature Talent mastery: +0.20 Wild-gift / Antimagic Physical save: +6 Spell save: +31 Mental save: +32 Maximum life: +184.00 Healing mod.: +10% When used to modify unarmed attacks: Base power: 41.0 - 57.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +37 Armour Penetration: +17 Physical crit. chance: +17.0% Attack speed: 83% When this weapon hits: Poison Breath (10% chance level 3). When this weapon hits: Battle Shout (30% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Sand Breath (10% chance level 3). When this weapon crits: Call of the Ooze (20% chance level 2). On weapon hit: * Slows global speed by 14% * 14% chance to corrode armor Burst (radius 1) on hit: +11 physical Burst (radius 2) on crit: +11 lightning / +11 physical / +10 nature Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. cleansing linen wizard hat (1 def, 0 armour)cleansing linen wizard hat (1 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +6% nature / +5% blight A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cleansing linen wizard hat of the mind (+5%) (1 def, 0 armour)cleansing linen wizard hat of the mind (+5%) (1 def, 0 armour) Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +5% blight / +6% nature / +11% mind Changes damage: +11% mind A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. shielding linen wizard hat (1 def, 0 armour)shielding linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Mag Spell save: +6 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing linen wizard hat (1 def, 0 armour)stabilizing linen wizard hat (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Wil Physical save: +6 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing linen wizard hat of fire (+16%) (1 def, 0 armour)stabilizing linen wizard hat of fire (+16%) (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Wil Changes resistances: +16% fire Changes damage: +11% fire Physical save: +6 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Ce'Nata' (9 def, 6 armour) elven-silk wizard hat 'Ce'Nata' (9 def, 6 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +9 Ranged Defense: +6 Changes stats: +24 Wil / +23 Cun / +6 Con Changes resistances: +16% darkness / +48% physical / +9% mind / +35% fire Changes resistances penetration: +5% arcane Changes damage: +9% acid / +28% physical / +20% darkness / +20% fire Physical save: +13 Mental save: +12 Life regen: +10.90 Maximum hate: +14.00 Mindpower: +21 Mental crit. chance: +5% Damage Shield Power: +29% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 70.98 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. insulating rough leather cap of constitution (+3) (0 def, 1 armour)insulating rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +7% fire / +6% cold A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour)stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Physical save: +11 A cap made of leather. |
Lightningwill (6 def, 10 armour) Lightningwill (6 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +25 Armour: +10 Defense: +6 Fatigue: +3% Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 8 lightning / 7 physical Changes stats: +25 Str / +8 Dex / +6 Mag / +12 Wil / +15 Con Changes resistances: +6% lightning / +7% physical / +19% darkness / +6% temporal / +11% cold / +11% fire / +4% all Changes resistances penetration: +5% lightning Changes damage: +14% blight / +12% temporal / +14% arcane / +6% lightning Physical save: +32 Mental save: +11 Spell crit. chance: +4% Infravision radius: +5 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 3257.9 Physical damage. If the attack hits, the target is confused (47% 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. |
hardened leather cap 'Chagasta' (13 def, 17 armour) hardened leather cap 'Chagasta' (13 def, 17 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +17 Defense: +13 Fatigue: +3% Damage when hit (Melee): 15 physical Changes stats: +11 Str / +3 Dex / +7 Wil / +4 Con Changes resistances: +20% acid / +22% lightning / +22% cold / +19% blight / +22% fire / +10% nature / +9% all Physical save: +32 Mental save: +21 Light radius: +2 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 3257.9 Physical damage. If the attack hits, the target is confused (47% 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. |
Xetta the voratun helm (8 def, 20 armour) Xetta the voratun helm (8 def, 20 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 Armour: +20 Defense: +8 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +11 Str / +6 Dex / +8 Mag / +26 Wil / +4 Cun / +8 Con Changes resistances: +6% lightning / +24% darkness / +6% acid / +9% blight / +15% cold / +15% fire / +6% all Changes damage: +20% blight / +14% arcane Physical save: +15 Spell save: +6 Mental save: +21 Spell crit. chance: +4% Mindpower: +6 Light radius: +1 Infravision radius: +12 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 3257.9 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zaneg ZanegRequires: - Magic 20 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 3 When wielded/worn: Defense: +6 Damage when hit (Melee): 8 acid Changes stats: +4 Mag / +4 Wil Changes resistances: +46% lightning / +28% physical / +6% darkness / +31% mind / +11% blight / +35% fire / +11% arcane / +17% temporal Reduce damage by fixed amount: +3 all Maximum wards: +10 lightning / +5 physical / +6 mind / +3 blight / +6 fire / +3 arcane / +3 temporal Changes damage: +16% lightning Grants telepathy: Demon/Minor Demon/Major Talent granted: +15 Ward Physical save: +29 Spell save: +16 Mental save: +32 Equilibrium when hit: +0.12 Mental crit. chance: +4% Slows Projectiles: +20% Reduces paradox failures(equivalent to willpower): +40 Paradox regeneration: -0.70 Equilibrium regeneration: -0.60 Reduced minimum equilibrium: -17.00 Handheld warding devices |
Borihad the Woebrand Borihad the WoebrandRequires: - Magic 30 Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 Damage when hit (Melee): 12 temporal Changes stats: +1 Str / +13 Wil / +4 Cun / +1 Con Changes resistances: +22% lightning / +6% temporal / +60% darkness / +25% fire / +35% acid / +20% physical / +25% blight / +45% cold / +58% mind / +35% light Reduce damage by fixed amount: +5 all Maximum wards: +4 lightning / +9 darkness / +4 fire / +5 acid / +4 physical / +4 blight / +8 cold / +8 mind / +5 light Changes resistances penetration: +5% darkness Changes damage: +6% darkness / +19% cold Reduced damage from: +25% Undead / +25% Horror Talent granted: +18 Ward Physical save: +20 Spell save: +19 Mental save: +36 Hate each turn: +1.40 Maximum hate: +57.00 Maximum pos.energy: +24.00 Slows Projectiles: +30% Handheld warding devices |
6 nuummite 6 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. |
5 agate 5 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. |
11 verdite 11 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. |
4 spinel 4 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. |
10 tiny geode 10 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. |
10 ametrine 10 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. |
6 quartz 6 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. |
3 citrine 3 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. |
7 hematite 7 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. |
4 aquamarine 4 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. |
2 small geode 2 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. |
6 amethyst 6 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. |
3 zircon 3 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. |
2 topaz 2 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. |
191 alchemist agate 191 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. brass lantern of focusbrass lantern of focus Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
burglar's brass lantern burglar's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun Light radius: -8 Infravision radius: +4 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. |
This item will automatically be transmogrified when you leave the level. scorching brass lanternscorching brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. survivor's brass lantern of focussurvivor's brass lantern of focus Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Physical save: +6 Light radius: +2 Healing mod.: +10% 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. |
Betelaith the Skyrigor Betelaith the SkyrigorPowered 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: Armour penetration: +11 Changes stats: +5 Wil / +6 Cun / +4 Con Changes resistances: +9% lightning / +8% temporal / +10% darkness / +10% blight / +8% cold / +12% mind Changes resistances penetration: +10% all Changes damage: +11% light / +10% mind Damage affinity(heal): +5% light Mental save: +29 Poison immunity: +5% Disarm immunity: +5% Confusion immunity: +5% Teleport immunity: +5% Life regen: +3.30 Only die when reaching: -40.00 life Mindpower: +16 Mental crit. chance: +15% Light radius: -2 Infravision radius: +7 See stealth: +26 See invisible: +29 Defense after a teleport: +15 Resist all after a teleport: +14% New effects duration reduction after a teleport: +22% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 33.73 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Isiwyn the alchemist's lamp Isiwyn the alchemist's lampPowered 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: Armour penetration: +11 Defense: +22 Changes stats: +8 Cun / +4 Con Changes resistances: +23% blight / +6% mind / +11% darkness / +3% light Changes resistances penetration: +9% all Reduces incoming crit damage: 15.00% Physical save: +21 Spell save: +29 Mental save: +42 Blindness immunity: +38% Disarm immunity: +15% Confusion immunity: +22% Life regen: +3.50 Spellpower: +5 Spell crit. chance: +5% Light radius: +0 Infravision radius: +12 See stealth: +28 See invisible: +42 Healing mod.: +44% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 69 blight damage or heals 76 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Nightclamor the alchemist's lamp Nightclamor the alchemist's lampPowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Damage when hit (Melee): 8 darkness Changes stats: +7 Cun / +6 Mag Changes resistances: +9% lightning / +16% temporal / +23% darkness / +33% blight / +15% cold / +6% nature Changes resistances penetration: +10% darkness / +5% nature / +10% all Changes damage: +10% light Damage affinity(heal): +5% light Mental save: +10 Spellpower: +27 Spell crit. chance: +15% Light radius: +0 Infravision radius: +22 See stealth: +13 See invisible: +45 Defense after a teleport: +30 Resist all after a teleport: +28% New effects duration reduction after a teleport: +39% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 33.73 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Radiancestone' dwarven lantern 'Radiancestone'Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +27 Defense: +14 Damage when hit (Melee): 30 fire / 12 physical Changes stats: +2 Dex / +6 Mag Changes resistances: +2% physical / +7% fire / +9% light / +15% darkness Changes resistances penetration: +25% all Changes damage: +14% light / +9% physical Damage affinity(heal): +5% light Critical mult.: +3.00% Physical save: +20 Spell save: +20 Mental save: +64 Blindness immunity: +50% Confusion immunity: +30% Spellpower: +17 Light radius: +18 See stealth: +88 See invisible: +96 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 72 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 140 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
supercharged steel torque of psychoportation [power 31] (43 cooldown) supercharged steel torque of psychoportation [power 31] (43 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 31), placing all other charms into a 43 cooldown. Torques are made by powerful psionics to store psionic powers. |
stralite torque of clear mind 'Beturin' [power 4] (10 cooldown) stralite torque of clear mind 'Beturin' [power 4] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane / +12% temporal Changes resistances penetration: +5% arcane / +5% temporal Changes damage: +6% temporal Talents cooldown: Telekinetic Blast (+10 turn) Silence (+5 turn) Talents granted: +8 Telekinetic Blast +3 Silence Light radius: +1 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, placing all other charms into a 10 cooldown. Torques are made by powerful psionics to store psionic powers. |
Cracklepride the ash totem of healing [power 237] (69 cooldown) Cracklepride the ash totem of healing [power 237] (69 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes resistances: +12% lightning / +9% blight / +6% fire / +3% nature / +9% acid Maximum wards: +3 blight / +3 fire / +3 cold Changes damage: +6% nature Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +3 Rushing Claws +1 Ward Stamina when hit: +1.30 It can be used to heal the target for 237, and remove up to 2 poisons or diseases, placing all other charms into a 69 cooldown. Natural totems are made by powerful wilders to store nature power. |
supercharged ash wand of clairvoyance [power 11] (9 cooldown) supercharged ash wand of clairvoyance [power 11] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of trap destruction 'Daycrypt' [power 644] (116 cooldown) yew wand of trap destruction 'Daycrypt' [power 644] (116 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 12 light Changes resistances: +3% lightning / +6% mind / +3% light / +6% darkness Maximum wards: +4 lightning / +3 temporal / +4 blight / +3 fire / +3 cold Changes damage: +6% mind Talents granted: +3 Strike +1 Ward Mana each turn: +0.33 Maximum vim: +13.00 Maximum pos.energy: +13.00 Light radius: +2 It can be used to try to disarm traps in a line (disarm power 644), placing all other charms into a 116 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Flowerquake the dragonbone wand of conjuration [power 949] (21 cooldown) Flowerquake the dragonbone wand of conjuration [power 949] (21 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +9% nature / +5% arcane Changes resistances penetration: +10% nature Talent cooldown: Void Blast (+6 turn) Talents granted: +15 Strike +4 Void Blast Maximum pos.energy: +20.00 Maximum neg.energy: +40.00 Light radius: +3 Infravision radius: +5 It can be used to fire a bolt of a random element (dam 474-949), placing all other charms into a 21 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of trap destruction 'Galespiker' [power 91] (13 cooldown) dragonbone wand of trap destruction 'Galespiker' [power 91] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning / 4 light Changes resistances: +12% lightning Maximum wards: +10 lightning / +10 temporal / +10 blight / +9 fire / +10 cold Changes damage: +9% lightning / +15% light / +6% nature Talent cooldown: Void Blast (+6 turn) Talents granted: +2 Ward +3 Strike +5 Void Blast +9 Volcano Maximum neg.energy: +13.00 Infravision radius: +3 It can be used to try to disarm traps in a line (disarm power 91), placing all other charms into a 13 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 Nom the Sandgorgon the Xorn Brawler level 17
9th Dusk 122nd year of Ascendancy at 00:00 see stats
Bosslike (Nightmare (Roguelike) difficulty)
Slain enough enemies to reach Boss rank.By Nom the Sandgorgon the Xorn Brawler level 7
3rd Summertide 122nd year of Ascendancy at 09:47 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nom the Sandgorgon the Xorn Brawler level 6
2nd Summertide 122nd year of Ascendancy at 21:29 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Nom the Sandgorgon the Xorn Brawler level 10
8th Dusk 122nd year of Ascendancy at 18:56 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Nom the Sandgorgon the Xorn Brawler level 20
29th Dusk 122nd year of Ascendancy at 08:33 see stats
One of a Kind (Nightmare (Roguelike) difficulty)
Slain enough enemies to reach Unique rank.By Nom the Sandgorgon the Xorn Brawler level 6
2nd Summertide 122nd year of Ascendancy at 22:09 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Nom the Sandgorgon the Xorn Brawler level 16
9th Dusk 122nd year of Ascendancy at 00:00 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Nom the Sandgorgon the Xorn Brawler level 7
3rd Summertide 122nd year of Ascendancy at 08:56 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Nom the Sandgorgon the Xorn Brawler level 7
3rd Dusk 122nd year of Ascendancy at 03:37 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Nom the Sandgorgon the Xorn Brawler level 19
28th Dusk 122nd year of Ascendancy at 06:57 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nom the Sandgorgon the Xorn Brawler level 18
9th Dusk 122nd year of Ascendancy at 02:05 see stats
Log
Nom the Sandgorgon throws two quick punches.
Nom the Sandgorgon performs a melee critical strike against Poison ivy!
Nom the Sandgorgon performs a melee critical strike against Poison ivy!
Poison ivy hits Nom the Sandgorgon for (0 resist armour), 0 nature, (0 resist armour), 0 nature (0 total damage).
Nom the Sandgorgon hits Poison ivy for 9 physical, 78 light, 78 darkness (165 total damage).
Nom the Sandgorgon hits Poison ivy for 1764 physical damage.
Nom the Sandgorgon hits Poison ivy for 10 physical, 78 light, 76 darkness, 10 physical (174 total damage).
Nom the Sandgorgon killed Poison ivy!
Nom the Sandgorgon killed Poison ivy!
Nom the Sandgorgon killed Poison ivy!
Talent Double Strike is ready to use.
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).
There is a way to the next level here (press '' or right click to use).
Ran for 56 turns (stop reason: at exit).
Nom the Sandgorgon wears(replacing): drakeskin leather cap 'Shimmerbiter' (7 def, 14 armour).
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
Saving done.
Saving game...
