Newly picked up
Perseverance (152% power, 9 apr)
Requires:
- Willpower 24
- Strength 24
Infused by arcane disrupting forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 3
It is part of a set of items.
It is said perseverance comes hand in hand with dedication.
Power: 152% Range: 1.4x
Uses stats: 20% Wil, 50% Mag, 90% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +9
Crit. chance: +12.0%
Attack speed: 100%
On weapon crit:
* restore 7 stamina and equilibrium
Damage (Melee): +15 manaburn arcane
When wielded/worn:
Spell save: +18 (+6 eff.)
Confusion immunity: +30%
Stun/Freeze immunity: +10%
It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end.
The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall.
This item has been sent to the Item's Vault.
Perseverance (152% power, 9 apr)Perseverance (152% power, 9 apr)
Requires:
- Willpower 24
- Strength 24
Infused by arcane disrupting forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 3
It is part of a set of items.
It is said perseverance comes hand in hand with dedication.
Power: 152% Range: 1.4x
Uses stats: 20% Wil, 50% Mag, 90% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +9
Crit. chance: +12.0%
Attack speed: 100%
On weapon crit:
* restore 7 stamina and equilibrium
Damage (Melee): +15 manaburn arcane
When wielded/worn:
Spell save: +18 (+6 eff.)
Confusion immunity: +30%
Stun/Freeze immunity: +10%
It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end.
The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall.
This item has been sent to the Item's Vault.
Newly picked up
Dedication (152% power, 6 apr)
Requires:
- Strength 24
- Cunning 24
Infused by arcane disrupting forces
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 3
It is part of a set of items.
It is said perseverance comes hand in hand with dedication.
Power: 152% Range: 1.4x
Uses stats: 20% Cun, 50% Mag, 90% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +20.0%
Attack speed: 100%
Damage (radius 2) on crit: +50 manaburn arcane
When wielded/worn:
Changes resistances: +15% arcane / +20% blight
It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end.
The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells.
This item has been sent to the Item's Vault.
Dedication (152% power, 6 apr)Dedication (152% power, 6 apr)
Requires:
- Strength 24
- Cunning 24
Infused by arcane disrupting forces
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 3
It is part of a set of items.
It is said perseverance comes hand in hand with dedication.
Power: 152% Range: 1.4x
Uses stats: 20% Cun, 50% Mag, 90% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +20.0%
Attack speed: 100%
Damage (radius 2) on crit: +50 manaburn arcane
When wielded/worn:
Changes resistances: +15% arcane / +20% blight
It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end.
The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells.
This item has been sent to the Item's Vault.
Newly picked up
dip dodge don (156% power, 6 apr)
Requires:
- Strength 48
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / mace ; tier 5
Power: 156% Range: 1.4x
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +3.0%
Attack speed: 100%
On weapon hit:
* Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn)
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
When wielded/worn:
Accuracy: +9 (+2 eff.)
Physical crit. chance: +15.0%
Physical power: +15 (+2 eff.)
Defense: +15 (+2 eff.)
Effects on melee hit:
* 20% chance to reduce all saves and defense by 36
Changes stats: +7 Con
Changes resistances: +6% acid / +9% cold / +24% fire / +6% mind / +6% arcane
Changes resistances penetration: +14% physical
Changes damage: +3% mind
Disarm immunity: +80%
Blunt and deadly.
This item has been sent to the Item's Vault.
dip dodge don (156% power, 6 apr)dip dodge don (156% power, 6 apr)
Requires:
- Strength 48
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / mace ; tier 5
Power: 156% Range: 1.4x
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +3.0%
Attack speed: 100%
On weapon hit:
* Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn)
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
When wielded/worn:
Accuracy: +9 (+2 eff.)
Physical crit. chance: +15.0%
Physical power: +15 (+2 eff.)
Defense: +15 (+2 eff.)
Effects on melee hit:
* 20% chance to reduce all saves and defense by 36
Changes stats: +7 Con
Changes resistances: +6% acid / +9% cold / +24% fire / +6% mind / +6% arcane
Changes resistances penetration: +14% physical
Changes damage: +3% mind
Disarm immunity: +80%
Blunt and deadly.
This item has been sent to the Item's Vault.
Newly picked up
voratun mace 'Shineblood' (171% power, 6 apr)
Requires:
- Strength 48
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: weapon / mace ; tier 5
Power: 172% Range: 1.4x
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +3.0%
Attack speed: 100%
On weapon crit:
* Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50%
* Cripple the target reducing mind, spell, and combat action speeds by 30%
When wielded/worn:
Accuracy: +25 (+5 eff.)
Armour penetration: +15
Physical crit. chance: +30.0%
Physical power: +15 (+2 eff.)
Effects on melee hit:
* 24% chance to slow global speed by 64%
Changes stats: +2 Dex / +3 Con
Changes resistances: +3% blight
Changes resistances penetration: +15% all
Changes damage: +12% light
Light radius: +2
Blunt and deadly.
This item has been sent to the Item's Vault.
voratun mace 'Shineblood' (171% power, 6 apr)voratun mace 'Shineblood' (171% power, 6 apr)
Requires:
- Strength 48
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: weapon / mace ; tier 5
Power: 172% Range: 1.4x
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +3.0%
Attack speed: 100%
On weapon crit:
* Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50%
* Cripple the target reducing mind, spell, and combat action speeds by 30%
When wielded/worn:
Accuracy: +25 (+5 eff.)
Armour penetration: +15
Physical crit. chance: +30.0%
Physical power: +15 (+2 eff.)
Effects on melee hit:
* 24% chance to slow global speed by 64%
Changes stats: +2 Dex / +3 Con
Changes resistances: +3% blight
Changes resistances penetration: +15% all
Changes damage: +12% light
Light radius: +2
Blunt and deadly.
This item has been sent to the Item's Vault.
Newly picked up
Cameblek the drakeskin leather belt
Requires:
- Level 35
Infused by nature
Crafted by a master
1.00 Encumbrance.
[Random Unique]
Type: armor / belt ; tier 5
When wielded/worn:
Physical crit. chance: +1.0%
Effects on melee hit:
* 20 arcane resource burn
Changes stats: +4 Str / +5 Con
Changes resistances: +29% lightning / +27% temporal
Changes resistances penetration: +19% physical
Changes damage: +25% physical
Critical mult.: +10.00%
Physical save: +6 (+1 eff.)
Mental save: +12 (+3 eff.)
Blindness immunity: +24%
Mindpower: +10 (+2 eff.)
A belt that goes around your waist.
This item has been sent to the Item's Vault.
Cameblek the drakeskin leather beltCameblek the drakeskin leather belt
Requires:
- Level 35
Infused by nature
Crafted by a master
1.00 Encumbrance.
[Random Unique]
Type: armor / belt ; tier 5
When wielded/worn:
Physical crit. chance: +1.0%
Effects on melee hit:
* 20 arcane resource burn
Changes stats: +4 Str / +5 Con
Changes resistances: +29% lightning / +27% temporal
Changes resistances penetration: +19% physical
Changes damage: +25% physical
Critical mult.: +10.00%
Physical save: +6 (+1 eff.)
Mental save: +12 (+3 eff.)
Blindness immunity: +24%
Mindpower: +10 (+2 eff.)
A belt that goes around your waist.
This item has been sent to the Item's Vault.
Newly picked up
elven-silk cloak 'Hathaldil' (3 def, 0 armour)
Requires:
- Level 35
Infused by nature
Crafted by a master
2.00 Encumbrance.
[Random Unique]
Type: armor / cloak ; tier 5
When wielded/worn:
Accuracy: +40 (+8 eff.)
Armour penetration: +10
Defense: +3 (+0 eff.)
Fatigue: -10%
Changes stats: +13 Str / +6 Dex / +3 Mag / +6 Cun / +10 Con
Changes resistances: +21% cold
Reduces incoming crit damage: 5.00%
Physical save: +15 (+3 eff.)
Mental save: +6 (+1 eff.)
Equilibrium when hit: +0.04
Maximum life: +210.00
Maximum stamina: +40.00
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
This item has been sent to the Item's Vault.
elven-silk cloak 'Hathaldil' (3 def, 0 armour)elven-silk cloak 'Hathaldil' (3 def, 0 armour)
Requires:
- Level 35
Infused by nature
Crafted by a master
2.00 Encumbrance.
[Random Unique]
Type: armor / cloak ; tier 5
When wielded/worn:
Accuracy: +40 (+8 eff.)
Armour penetration: +10
Defense: +3 (+0 eff.)
Fatigue: -10%
Changes stats: +13 Str / +6 Dex / +3 Mag / +6 Cun / +10 Con
Changes resistances: +21% cold
Reduces incoming crit damage: 5.00%
Physical save: +15 (+3 eff.)
Mental save: +6 (+1 eff.)
Equilibrium when hit: +0.04
Maximum life: +210.00
Maximum stamina: +40.00
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
This item has been sent to the Item's Vault.
Newly picked up
chat (0 def, 5 armour)
Requires:
- Heavy armour training
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: armor / feet ; tier 5
When wielded/worn:
Physical crit. chance: +5.0%
Physical power: +6 (+1 eff.)
Armour: +5
Fatigue: -6%
Effects on melee hit:
* 20 arcane resource burn
* 20% chance to reduce armor by 31%
Changes stats: +6 Con / +6 Wil
Changes resistances: +9% temporal / +9% cold
Changes resistances penetration: +20% physical
Spell save: +18 (+5 eff.)
Stamina each turn: +2.20
Maximum life: +60.00
Maximum stamina: +37.00
Mindpower: +9 (+2 eff.)
Movement speed: +10%
It can be used to activate talent Blindside, placing all other charms into a 22 cooldown :
Effective talent level: 2.0
Power cost: 22 out of 25/25.
Range: 6
Travel Speed: instantaneous
Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 40 extra Defense for 1 turn.
The Defense boost improves with your Strength.
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
This item has been sent to the Item's Vault.
chat (0 def, 5 armour)chat (0 def, 5 armour)
Requires:
- Heavy armour training
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: armor / feet ; tier 5
When wielded/worn:
Physical crit. chance: +5.0%
Physical power: +6 (+1 eff.)
Armour: +5
Fatigue: -6%
Effects on melee hit:
* 20 arcane resource burn
* 20% chance to reduce armor by 31%
Changes stats: +6 Con / +6 Wil
Changes resistances: +9% temporal / +9% cold
Changes resistances penetration: +20% physical
Spell save: +18 (+5 eff.)
Stamina each turn: +2.20
Maximum life: +60.00
Maximum stamina: +37.00
Mindpower: +9 (+2 eff.)
Movement speed: +10%
It can be used to activate talent Blindside, placing all other charms into a 22 cooldown :
Effective talent level: 2.0
Power cost: 22 out of 25/25.
Range: 6
Travel Speed: instantaneous
Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 40 extra Defense for 1 turn.
The Defense boost improves with your Strength.
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
This item has been sent to the Item's Vault.
Newly picked up
Shadowonslaught the voratun gauntlets (0 def, 3 armour)
Requires:
- Heavy armour training
Infused by nature
Crafted by a master
Infused by psionic forces
1.50 Encumbrance.
[Random Unique]
Type: armor / hands ; tier 4
When wielded/worn:
Accuracy: +20 (+4 eff.)
Armour penetration: +15
Armour: +3
Fatigue: +5%
Effects on melee hit:
* 25% chance to reduce all saves and defense by 36
* 10% chance to slow global speed by 64%
* 10% chance to reduce damage dealt by 29%
Damage (Melee): 15 lightning / 40 darkness / 40 mind
Damage when hit (Melee): 8 mind
Changes stats: +9 Cun / +8 Dex
Changes resistances: +10% lightning / +6% mind / +6% arcane
Changes resistances penetration: +20% cold
Changes damage: +11% lightning
Physical save: +10 (+2 eff.)
Mental save: +5 (+1 eff.)
Disarm immunity: +36%
Mindpower: +10 (+2 eff.)
When used to modify unarmed attacks:
Power: 139% Range: 1.4x
Uses stats: 40% Cun, 40% Dex, 40% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Accuracy: +20
Armour Penetration: +24
Crit. chance: +10.0%
Attack speed: 83%
When this weapon hits: Reproach (10% chance level 5).
When this weapon hits: Perfect Strike (15% chance level 5).
When this weapon hits: Lightning Breath (10% chance level 5).
When this weapon hits: Perfect Control (10% chance level 5).
Damage (radius 2) on crit: +14 lightning
It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown :
Effective talent level: 3.9
Power cost: 17 out of 20/20.
Range: 13
Travel Speed: instantaneous
Description: Fire a steady shot, doing 171% damage with a 38% chance to mark the target.
If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).
Metal gloves protecting the hands up to the middle of the lower arm.
This item has been sent to the Item's Vault.
Shadowonslaught the voratun gauntlets (0 def, 3 armour)Shadowonslaught the voratun gauntlets (0 def, 3 armour)
Requires:
- Heavy armour training
Infused by nature
Crafted by a master
Infused by psionic forces
1.50 Encumbrance.
[Random Unique]
Type: armor / hands ; tier 4
When wielded/worn:
Accuracy: +20 (+4 eff.)
Armour penetration: +15
Armour: +3
Fatigue: +5%
Effects on melee hit:
* 25% chance to reduce all saves and defense by 36
* 10% chance to slow global speed by 64%
* 10% chance to reduce damage dealt by 29%
Damage (Melee): 15 lightning / 40 darkness / 40 mind
Damage when hit (Melee): 8 mind
Changes stats: +9 Cun / +8 Dex
Changes resistances: +10% lightning / +6% mind / +6% arcane
Changes resistances penetration: +20% cold
Changes damage: +11% lightning
Physical save: +10 (+2 eff.)
Mental save: +5 (+1 eff.)
Disarm immunity: +36%
Mindpower: +10 (+2 eff.)
When used to modify unarmed attacks:
Power: 139% Range: 1.4x
Uses stats: 40% Cun, 40% Dex, 40% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Accuracy: +20
Armour Penetration: +24
Crit. chance: +10.0%
Attack speed: 83%
When this weapon hits: Reproach (10% chance level 5).
When this weapon hits: Perfect Strike (15% chance level 5).
When this weapon hits: Lightning Breath (10% chance level 5).
When this weapon hits: Perfect Control (10% chance level 5).
Damage (radius 2) on crit: +14 lightning
It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown :
Effective talent level: 3.9
Power cost: 17 out of 20/20.
Range: 13
Travel Speed: instantaneous
Description: Fire a steady shot, doing 171% damage with a 38% chance to mark the target.
If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).
Metal gloves protecting the hands up to the middle of the lower arm.
This item has been sent to the Item's Vault.
Newly picked up
Ulfadil the voratun helm (16 def, 22 armour)
Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Armour: +22
Defense: +16 (+2 eff.)
Fatigue: +5%
Changes stats: +17 Str / +10 Dex / +6 Mag
Changes resistances: +6% darkness / +6% nature / +14% all
Reduces incoming crit damage: 10.00%
Physical save: +28 (+6 eff.)
It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown :
Effective talent level: 3.0
Power cost: 17 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 2225.6 Physical damage.
If the attack hits, the target is confused (46% effect) for 5 turns.
Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses.
Confusion power increases with your Dexterity, and chance increases with Accuracy.
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item has been sent to the Item's Vault.
Ulfadil the voratun helm (16 def, 22 armour)Ulfadil the voratun helm (16 def, 22 armour)
Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Armour: +22
Defense: +16 (+2 eff.)
Fatigue: +5%
Changes stats: +17 Str / +10 Dex / +6 Mag
Changes resistances: +6% darkness / +6% nature / +14% all
Reduces incoming crit damage: 10.00%
Physical save: +28 (+6 eff.)
It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown :
Effective talent level: 3.0
Power cost: 17 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 2225.6 Physical damage.
If the attack hits, the target is confused (46% effect) for 5 turns.
Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses.
Confusion power increases with your Dexterity, and chance increases with Accuracy.
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item has been sent to the Item's Vault.
Newly picked up
voratun plate armour 'Frostgash' (0 def, 20 armour)
Requires:
- Massive armour training
- Strength 60
Infused by nature
Crafted by a master
17.00 Encumbrance.
[Random Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +20
Fatigue: +22%
Changes stats: +4 Mag
Changes resistances: +29% lightning / +52% acid / +30% fire / +3% nature / +15% cold
Changes damage: +12% cold
Allows you to breathe in: water
Reduces incoming crit damage: 10.00%
A suit of armour made of metal plates.
This item has been sent to the Item's Vault.
voratun plate armour 'Frostgash' (0 def, 20 armour)voratun plate armour 'Frostgash' (0 def, 20 armour)
Requires:
- Massive armour training
- Strength 60
Infused by nature
Crafted by a master
17.00 Encumbrance.
[Random Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +20
Fatigue: +22%
Changes stats: +4 Mag
Changes resistances: +29% lightning / +52% acid / +30% fire / +3% nature / +15% cold
Changes damage: +12% cold
Allows you to breathe in: water
Reduces incoming crit damage: 10.00%
A suit of armour made of metal plates.
This item has been sent to the Item's Vault.
Newly picked up
double combat
Requires:
- Level 35
Infused by nature
Crafted by a master
Infused by psionic forces
0.10 Encumbrance.
[Random Unique]
Type: jewelry / amulet ; tier 5
When wielded/worn:
Physical power: +20 (+3 eff.)
Changes stats: +10 Cun / +6 Wil
Changes resistances: +6% light / +15% mind / +6% arcane
Changes damage: +9% light / +20% physical
Mental save: +15 (+4 eff.)
Confusion immunity: +25%
Mindpower: +15 (+3 eff.)
Light radius: +1
Combat speed: +20%
Amulets make your neck look great!
This item has been sent to the Item's Vault.
double combatdouble combat
Requires:
- Level 35
Infused by nature
Crafted by a master
Infused by psionic forces
0.10 Encumbrance.
[Random Unique]
Type: jewelry / amulet ; tier 5
When wielded/worn:
Physical power: +20 (+3 eff.)
Changes stats: +10 Cun / +6 Wil
Changes resistances: +6% light / +15% mind / +6% arcane
Changes damage: +9% light / +20% physical
Mental save: +15 (+4 eff.)
Confusion immunity: +25%
Mindpower: +15 (+3 eff.)
Light radius: +1
Combat speed: +20%
Amulets make your neck look great!
This item has been sent to the Item's Vault.
Newly picked up
stat and slow
Requires:
- Level 35
Infused by nature
Crafted by a master
0.10 Encumbrance.
[Random Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Accuracy: +35 (+7 eff.)
Physical power: +17 (+2 eff.)
Effects on melee hit:
* 20% chance to slow global speed by 64%
Changes stats: +5 Str / +19 Dex / +5 Wil / +10 Cun / +8 Con
Changes damage: +12% light / +7% all
Physical save: +16 (+3 eff.)
Spellpower: +20 (+7 eff.)
Mindpower: +19 (+4 eff.)
Rings make your fingers look great!
This item has been sent to the Item's Vault.
stat and slowstat and slow
Requires:
- Level 35
Infused by nature
Crafted by a master
0.10 Encumbrance.
[Random Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Accuracy: +35 (+7 eff.)
Physical power: +17 (+2 eff.)
Effects on melee hit:
* 20% chance to slow global speed by 64%
Changes stats: +5 Str / +19 Dex / +5 Wil / +10 Cun / +8 Con
Changes damage: +12% light / +7% all
Physical save: +16 (+3 eff.)
Spellpower: +20 (+7 eff.)
Mindpower: +19 (+4 eff.)
Rings make your fingers look great!
This item has been sent to the Item's Vault.
Newly picked up
voratun ring 'Aramina'
Requires:
- Level 35
Infused by nature
Crafted by a master
Infused by psionic forces
0.10 Encumbrance.
[Random Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Effects on melee hit:
* 20 arcane resource burn
Changes stats: +11 Cun / +12 Wil
Changes resistances: +6% fire / +9% light / +6% temporal
Disarm immunity: +50%
Pinning immunity: +50%
Stun/Freeze immunity: +50%
Knockback immunity: +50%
Life regen: +29.00
Maximum life: +144.00
Mindpower: +15 (+3 eff.)
Light radius: +1
Healing mod.: +20%
Rings make your fingers look great!
This item has been sent to the Item's Vault.
voratun ring 'Aramina'voratun ring 'Aramina'
Requires:
- Level 35
Infused by nature
Crafted by a master
Infused by psionic forces
0.10 Encumbrance.
[Random Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Effects on melee hit:
* 20 arcane resource burn
Changes stats: +11 Cun / +12 Wil
Changes resistances: +6% fire / +9% light / +6% temporal
Disarm immunity: +50%
Pinning immunity: +50%
Stun/Freeze immunity: +50%
Knockback immunity: +50%
Life regen: +29.00
Maximum life: +144.00
Mindpower: +15 (+3 eff.)
Light radius: +1
Healing mod.: +20%
Rings make your fingers look great!
This item has been sent to the Item's Vault.
Newly picked up
Gorydor
Requires:
- Level 35
Infused by nature
Crafted by a master
1.00 Encumbrance.
[Random Unique]
Type: lite / lite ; tier 5
When wielded/worn:
Effects on melee hit:
* 10 arcane resource burn
Changes stats: +1 Str / +3 Mag / +3 Wil / +1 Con
Changes resistances: +5% arcane / +6% temporal
Reduces incoming crit damage: 15.00%
Physical save: +10 (+2 eff.)
Blindness immunity: +100%
Confusion immunity: +55%
Light radius: +22
See stealth: +43
See invisible: +43
Healing mod.: +30%
It can be used to activate talent Track, placing all other charms into a 34 cooldown :
Effective talent level: 4.0
Power cost: 34 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Description: Sense foes around you in a radius of 29 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.
This item has been sent to the Item's Vault.
GorydorGorydor
Requires:
- Level 35
Infused by nature
Crafted by a master
1.00 Encumbrance.
[Random Unique]
Type: lite / lite ; tier 5
When wielded/worn:
Effects on melee hit:
* 10 arcane resource burn
Changes stats: +1 Str / +3 Mag / +3 Wil / +1 Con
Changes resistances: +5% arcane / +6% temporal
Reduces incoming crit damage: 15.00%
Physical save: +10 (+2 eff.)
Blindness immunity: +100%
Confusion immunity: +55%
Light radius: +22
See stealth: +43
See invisible: +43
Healing mod.: +30%
It can be used to activate talent Track, placing all other charms into a 34 cooldown :
Effective talent level: 4.0
Power cost: 34 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Description: Sense foes around you in a radius of 29 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.
This item has been sent to the Item's Vault.
Newly picked up
Mirekarma the voratun pickaxe (dig speed 11 turns)
Requires:
- Level 35
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: tool / digger ; tier 5
When wielded/worn:
Accuracy: +10 (+2 eff.)
Physical power: +10 (+1 eff.)
Effects on melee hit:
* 24 arcane resource burn
Changes stats: +3 Str / +6 Dex / +6 Cun
Changes resistances: +3% physical / +15% nature / +6% arcane
Changes resistances penetration: +5% nature / +5% physical
Changes damage: +10% nature
Physical save: +9 (+2 eff.)
Infravision radius: +9
Movement speed: +10%
When carried:
Talent granted: +1 Dig
Allows you to dig a wall, remove a tree, create ways.
This item has been sent to the Item's Vault.
Mirekarma the voratun pickaxe (dig speed 11 turns)Mirekarma the voratun pickaxe (dig speed 11 turns)
Requires:
- Level 35
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: tool / digger ; tier 5
When wielded/worn:
Accuracy: +10 (+2 eff.)
Physical power: +10 (+1 eff.)
Effects on melee hit:
* 24 arcane resource burn
Changes stats: +3 Str / +6 Dex / +6 Cun
Changes resistances: +3% physical / +15% nature / +6% arcane
Changes resistances penetration: +5% nature / +5% physical
Changes damage: +10% nature
Physical save: +9 (+2 eff.)
Infravision radius: +9
Movement speed: +10%
When carried:
Talent granted: +1 Dig
Allows you to dig a wall, remove a tree, create ways.
This item has been sent to the Item's Vault.
Newly picked up
Demonic Soul
Requires:
- Level 15
Powered by arcane forces
0.00 Encumbrance.
[Legendary]
Type: misc / demonic ; tier 3
15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower
A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart.
This item has been sent to the Item's Vault.
Demonic SoulDemonic Soul
Requires:
- Level 15
Powered by arcane forces
0.00 Encumbrance.
[Legendary]
Type: misc / demonic ; tier 3
15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower
A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart.
This item has been sent to the Item's Vault.
Newly picked up
Cut Drem Arm
Requires:
- Level 15
Powered by unknown forces
2.00 Encumbrance.
[Unique]
Type: misc / gross ; tier 3
When wielded/worn:
Damage when hit (Melee): 25 darkness
Disarm immunity: +100%
The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own.
The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin.
This item has been sent to the Item's Vault.
Cut Drem ArmCut Drem Arm
Requires:
- Level 15
Powered by unknown forces
2.00 Encumbrance.
[Unique]
Type: misc / gross ; tier 3
When wielded/worn:
Damage when hit (Melee): 25 darkness
Disarm immunity: +100%
The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own.
The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin.
This item has been sent to the Item's Vault.
Newly picked up
Floeburst (20/20, 166% power, 18 apr)
Requires:
- Dexterity 48
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: ammo / arrow ; tier 5
Power: 167% Range: 1.4x
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Mastery: Master Marksman
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +18
Crit. chance: +3.0%
Capacity: 20
On weapon hit:
* 24 arcane resource burn
* 24% chance to slow global speed by 64%
* 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 250 physical damage
Travel speed: +200%
Damage (Ranged): +45 darkness / +70 cold / +30 nature
Damage (radius 1) on hit: +24 cold
Damage (radius 2) on crit: +20 cold
Damage against: +29% Living
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.
Floeburst (20/20, 166% power, 18 apr)Floeburst (20/20, 166% power, 18 apr)
Requires:
- Dexterity 48
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: ammo / arrow ; tier 5
Power: 167% Range: 1.4x
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Mastery: Master Marksman
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +18
Crit. chance: +3.0%
Capacity: 20
On weapon hit:
* 24 arcane resource burn
* 24% chance to slow global speed by 64%
* 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 250 physical damage
Travel speed: +200%
Damage (Ranged): +45 darkness / +70 cold / +30 nature
Damage (radius 1) on hit: +24 cold
Damage (radius 2) on crit: +20 cold
Damage against: +29% Living
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.