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: Improved player targetting 1.2.0Player's targetting improvements. 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. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Star kitty race 1.2.5Adds Star-kitties as a playable race. They're kinda unbalanced, it all started as a joke. Just consider them a way to run around as a space cat. It actually keeps bugging out when I try to upload it to the Steam workshop. No idea why, all my other addons upload fine. It's been like that for ages. If anyone knows why, let me know so I can get it to Steam too. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! 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: 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. 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. 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. 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.] 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. 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 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 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. Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: 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). Mauler 1.2.3A Mauler is a warrior that wields dual one handed weapons. Hurried Halfling 1.2.5This adds the Hurried Halfling race, as discussed here and here.
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 | Female |
| Race | Star Kitty |
| Class | Mindslayer |
| Level / Exp | 8 / 92% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 63 (base 17) |
| Dexterity | 49 (base 10) |
| Constitution | 48 (base 10) |
| Magic | 97 (base 10) |
| Willpower | 140 (base 29) |
| Cunning | 114 (base 14) |
Resources
| Life | 638/638 |
| Psi | 220/220 |
| Equilibrium | 0 |
| Healing Factor | 1.8 |
| Regeneration | 20.07 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +42.72337093455% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 20 |
| Infravision | 13 |
| See Stealth | 71 |
| See Invisible | 72 |
Offense: Mainhand
| Damage | 143 |
| Accuracy | 87 |
| Crit Chance | 115% |
| APR | 69 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 64 |
| Accuracy | 87 |
| Crit Chance | 129% |
| APR | 103 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 75.75 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 91.12 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| All | +16% |
Defense: Base
| Armour (hardiness) | 40 (30%) |
| Defense | 59.216666666667 |
| Ranged Defense | 59.883333333333 |
| Fatigue | 0 |
| Physical Save | 67.15 |
| Spell Save | 71.675 |
| Mental Save | 85.765357774983 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Confusion Resistance | 98% |
| Poison Resistance | 100% |
| Blind Resistance | 48% |
| Silence Resistance | 10% |
| Bleed Resistance | 20% |
| Teleport Resistance | 25% |
| Disarm Resistance | 55% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
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
| Psionic / Absorption | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Star Kitty | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/1 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
| talent | Chant of Fortitude |
| talent | Skate |
Quests
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
Explore the caves below the ruins of Kor&SLATEWHITESLATE039;Pul and find out what lurks there and what treasures are to be gained! Of trolls and damp caves | active |
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
| Psionic focus | Duskwasp (76-114 power, 4 apr) Duskwasp (76-114 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 Base power: 76.0 - 114.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 55% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +70 blight / +28 nature / +24 temporal Burst (radius 2) on crit: +8 arcane When wielded/worn: Accuracy: +59 Armour penetration: +21 Physical crit. chance: +38.0% Physical power: +20 Defense: +19 Changes stats: +15 Dex Changes resistances penetration: +15% arcane / +21% physical Changes damage: +6% darkness / +17% physical Mental save: +10 Disease immunity: +59% Silence immunity: +10% Disarm immunity: +20% Massive two-handed battleaxes. |
| Light source | Ce& Ce&Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 Damage when hit (Melee): 30 fire Changes stats: +2 Cun / +7 Wil Changes resistances: +10% fire / +56% darkness / +6% light Changes resistances penetration: +5% light Changes damage: +58% light / +23% mind Damage affinity(heal): +20% light Critical mult.: +15.00% Physical save: +16 Spell save: +17 Mental save: +45 Mindpower: +10 Mental crit. chance: +14% Light radius: +20 See stealth: +25 See invisible: +19 Heals friendly targets nearby when you use a nature summon: +10 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 99.43 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Lightningripper (3 def, 6 armour) Lightningripper (3 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: +3 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 lightning Changes stats: +20 Mag / +31 Wil / +6 Con Changes resistances: +24% lightning / +15% temporal / +12% blight / +13% mind / +30% acid Changes damage: +20% acid / +13% mind / +12% blight Physical save: +8 Mana each turn: +2.80 Psi each turn: +0.37 Mana when hit: +3.00 Maximum mana: +97.00 Spellpower: +27 Mindpower: +6 Mental crit. chance: +6% 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 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 255.67 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| On feet | miner& miner&Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +3 Ranged Defense: +2 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
| Tool | Unrydir [power 545] (44 cooldown) Unrydir [power 545] (44 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +3 physical / +5 mind / +4 darkness Talents cooldown: Telekinetic Blast (+5 turn) Silence (+10 turn) Talents granted: +5 Telekinetic Blast +1 Ward +10 Silence Blindness immunity: +10% Poison immunity: +10% Cut immunity: +20% Confusion immunity: +20% Teleport immunity: +25% Psi each turn: +0.44 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 545 for 7 turns, placing all other charms into a 44 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Xerada the voratun ring Xerada the voratun ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 Armour penetration: +17 Physical power: +30 Defense: +17 Fatigue: -10% Changes stats: +20 Str / +10 Mag / +11 Wil / +9 Cun / +11 Con Changes resistances: +30% nature / +30% blight Maximum encumbrance: +32 Spell save: +35 Poison immunity: +60% Disease immunity: +52% Maximum stamina: +68.00 Spellpower: +11 Mindpower: +15 See invisible: +3 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Halaneg HalanegPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +2 Physical power: +12 Armour: +18 Effects on melee hit: * 40% chance to cause random insanity * 25% chance to blind Damage (Melee): 48 bleed Effects on ranged hit: * 39% chance to cause random insanity * 33% chance to blind Damage (Ranged): 38 bleed Damage when hit (Melee): 4 physical Changes stats: +9 Str / +16 Mag / +24 Wil / +43 Cun / +3 Con Reduces incoming crit damage: 15.00% Mental save: +14 Blindness immunity: +38% Confusion immunity: +38% Hate when firing a critical mind attack: +5.00 Maximum life: +40.00 Maximum hate: +27.00 Spellpower: +30 Mindpower: +28 Infravision radius: +6 See stealth: +22 See invisible: +25 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| Around waist | Zanarak the drakeskin leather belt Zanarak the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +26 Defense: +13 Changes stats: +6 Str / +5 Dex / +6 Mag / +5 Cun / +6 Con / +10 Lck Changes resistances: +9% lightning / +6% darkness / +12% blight / +29% fire / +9% nature / +29% cold Changes resistances penetration: +15% acid / +20% physical Changes damage: +24% physical Critical mult.: +26.00% Trap disarming bonus: +28 Stealth bonus: +23 Physical save: +29 Mana each turn: +0.60 Maximum mana: +58.00 Mindpower: +12 Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
| In main hand | Arerin the voratun mace (60.5-84.7 power, 6 apr) Arerin the voratun mace (60.5-84.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 60.5 - 84.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% When this weapon hits: Epidemic (30% chance level 5). On weapon hit: * 53% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +59 blight / +20 acid / +27 cold When wielded/worn: Accuracy: +13 Physical crit. chance: +28.0% Physical power: +24 Changes stats: +5 Dex / +2 Mag / +7 Con Changes resistances: +9% fire Changes resistances penetration: +12% physical Changes damage: +6% mind Reduces incoming crit damage: 17.00% Physical save: +29 Disease immunity: +101% Disarm immunity: +35% Mindpower: +4 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Blunt and deadly. |
| On hands | blighted rough leather gloves of strength (+3) (0 def, 1 armour) blighted rough leather gloves of strength (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 Armour: +1 Damage (Melee): 6 blight Changes stats: +3 Str Changes resistances: +6% blight Changes damage: +3% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | Rhodar the living mindstar (16.5-18.15 power, 40 apr, nature damage) Rhodar the living mindstar (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +17.0% Attack speed: 100% On weapon hit: * Slows global speed by 15% * 20% chance to corrode armor When wielded/worn: Armour: +9 Damage when hit (Melee): 18 ice Changes resistances: +24% light / +10% blight / +16% cold / +24% mind / +9% nature Changes resistances penetration: +10% acid / +10% fire / +30% cold / +10% physical Changes damage: +14% acid / +15% physical / +10% nature / +13% fire / +25% mind / +31% cold Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Spell save: +10 Disease immunity: +22% Confusion immunity: +30% Pinning immunity: +5% Stun/Freeze immunity: +15% Knockback immunity: +10% Life regen: +1.70 Hate per kill: +5.00 Psi per kill: +5.00 Maximum life: +50.00 Mindpower: +23 Mental crit. chance: +16% See stealth: +24 See invisible: +25 Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +27 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. |
| Cloak | Plaguepain (27 def, 0 armour) Plaguepain (27 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +22 Armour penetration: +25 Defense: +27 Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 nature Changes stats: +10 Dex / +5 Mag / +18 Wil / +27 Cun Changes resistances: +23% light / +24% fire / +5% arcane / +3% mind Critical mult.: +25.00% Stealth bonus: +26 Physical save: +26 Spell save: +20 Mental save: +14 Confusion immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +20% Only die when reaching: -50.00 life Maximum mana: +75.00 Mental crit. chance: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Noonblur (3 def, 0 armour) Noonblur (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Damage when hit (Melee): 12 light Changes stats: +10 Str / +23 Mag / +23 Wil / +9 Cun / +7 Con Changes resistances: +26% blight / +26% cold / +9% light / +26% lightning Changes resistances penetration: +13% darkness / +17% physical Changes damage: +34% lightning / +40% physical / +17% darkness / +31% cold / +17% nature / +16% all Critical mult.: +18.00% Mental save: +27 Poison immunity: +44% Disease immunity: +44% Life regen: +9.20 Mana each turn: +0.26 Psi each turn: +0.31 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum life: +176.00 Maximum mana: +20.00 Maximum hate: +13.00 Maximum vim: +40.00 Spellpower: +18 Mindpower: +14 Mental crit. chance: +9% Healing mod.: +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion (heal 76 over 5 turns) regeneration infusion (heal 76 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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 76 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 305 over 5 turns) regeneration infusion of the duelist (heal 305 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 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. |
sun infusion (rad 6; power 23; turns 4; dispells darkness) sun infusion (rad 6; power 23; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 12). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 23) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 20%; cure physical) wild infusion of the duelist (resist 20%; cure 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: 13 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 20% for 5 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. |
wild infusion of the titan (resist 16%; cure mental, physical) wild infusion of the titan (resist 16%; 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: 13 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 16% for 5 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. |
2 infusion patches of clearing 2 infusion patches of clearingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
infusion patch of light healing infusion patch of light healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
phase door rune (range 5; power 17; dur 3) phase door rune (range 5; power 17; 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. 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 duelist (range 9; power 29; dur 4) phase door rune of the duelist (range 9; power 29; 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: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. 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. |
clarity rune of the psychic (dur 15; resist 42%, reduce 48%; see humanoid) clarity rune of the psychic (dur 15; resist 42%, reduce 48%; see humanoid)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 15 turns you gain blindness and confusion immunity (42%), and each turn you have a 48% chance to reduce the duration of each hostile mental effect. Your magically enhanced senses allow you to see invisible and stealthed creatures (power 150), and you automatically sense any humanoid around. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 160) teleportation rune of the sneak (range 160)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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 160 with a minimum range of 15. 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. |
scroll of phase door scroll 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 |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 57 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
gold ring &039; gold ring &039;Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +48 Armour penetration: +23 Physical power: +22 Armour: +46 Defense: +48 Damage when hit (Melee): 20 blight Changes stats: +23 Str / +15 Con Changes resistances: +40% acid / +30% light / +35% fire / +6% blight / +43% cold / +5% arcane / +42% lightning Changes damage: +15% light / +3% blight Movement speed: +37% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. acidic iron dagger of daylight (10.5-13.65 power, 5 apr)acidic iron dagger of daylight (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 light / +4 acid Damage against: +4% Undead Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel dagger (11.5-14.95 power, 6 apr)flaming steel dagger (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel dagger (11-14.3 power, 6 apr)flaming steel dagger (11-14.3 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful steel dagger of daylight (12.5-16.25 power, 6 apr)hateful steel dagger of daylight (12.5-16.25 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: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 darkness / +7 light Damage against: +4% Living / +5% Undead Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious steel dagger of projection (10.5-13.65 power, 6 apr)insidious steel dagger of projection (10.5-13.65 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 insidious poison / +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. manaburning steel dagger (12-15.6 power, 6 apr)manaburning steel dagger (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. manaburning steel dagger (11-14.3 power, 6 apr)manaburning steel dagger (11-14.3 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of the mystic (11.5-14.95 power, 6 apr)steel dagger of the mystic (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% 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. steel dagger of vileness (13.5-17.55 power, 6 apr)steel dagger of vileness (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 8% chance to disease Damage (Melee): +8 blight Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. blooming vined mindstar of balance (6-6.6 power, 18 apr, nature damage)blooming vined mindstar of balance (6-6.6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +4 Spell save: +3 Mental save: +4 Equilibrium when hit: +0.50 Mindpower: +2 Mental crit. chance: +2% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +7 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying vined mindstar (4.5-4.95 power, 18 apr, nature damage)horrifying vined mindstar (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +4% mind / +3% darkness Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying vined mindstar of clarity (5.5-6.05 power, 18 apr, mind damage)horrifying vined mindstar of clarity (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind / 2 darkness Changes damage: +2% mind / +2% darkness Mental save: +2 Maximum psi: +10.00 Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. hunting vined mindstar of slime (4.5-4.95 power, 18 apr, nature damage)hunting vined mindstar of slime (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage against: +8% Animal When wielded/worn: Damage (Melee): 6 nature Effects when hit in melee: * Slows global speed by 3% Changes damage: +2% nature Mindpower: +2 Mental crit. chance: +2% Infravision radius: +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. kinetic vined mindstar (5.5-6.05 power, 18 apr, mind damage)kinetic vined mindstar (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 physical When wielded/worn: Changes resistances: +6% acid / +5% physical Changes damage: +10% physical 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&nature& Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +3% nature Physical save: +2 Spell save: +4 Mental save: +3 Disease immunity: +11% Equilibrium when hit: +0.50 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 balance (5.5-6.05 power, 18 apr, nature damage)vined mindstar of balance (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +4 Spell save: +4 Mental save: +4 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. vined mindstar of life (5-5.5 power, 18 apr, mind damage)vined mindstar of life (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.50 Maximum life: +13.00 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. thorny mindstar of life (9.5-10.45 power, 24 apr, nature damage)thorny mindstar of life (9.5-10.45 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Life regen: +0.70 Maximum life: +10.00 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. pulsing mindstar of slime (13.5-14.85 power, 32 apr, nature damage)pulsing mindstar of slime (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Changes damage: +2% nature Mindpower: +4 Mental crit. chance: +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. insidious steel longsword (15.5-21.7 power, 3 apr)insidious steel longsword (15.5-21.7 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 insidious poison Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Eriromidustir the steel mace (13-18.2 power, 3 apr)Eriromidustir the steel mace (13-18.2 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 111% On weapon hit: * 30 arcane resource burn * 29% chance to corrode armor On weapon crit: * wounds the target reducing their healing Damage (Melee): +54 insidious poison When wielded/worn: Accuracy: +9 Armour penetration: +18 Physical crit. chance: +27.0% Physical power: +9 Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 arcane / 8 temporal Changes stats: +3 Dex Changes resistances: +6% blight Changes resistances penetration: +18% acid / +15% arcane Changes damage: +9% blight Critical mult.: +27.00% Life regen: +2.50 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel mace (15.5-21.7 power, 3 apr)balanced steel mace (15.5-21.7 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +8 Defense: +6 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel mace (16.5-23.1 power, 3 apr)balanced steel mace (16.5-23.1 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +7 Defense: +7 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel mace (12.5-17.5 power, 3 apr)flaming steel mace (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 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +7 fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel mace (14.5-20.3 power, 3 apr)flaming steel mace (14.5-20.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +5 fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel mace of the mystic (12-16.8 power, 3 apr)flaming steel mace of the mystic (12-16.8 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +5 fire When wielded/worn: Changes stats: +1 Mag / +3 Wil Spellpower: +6 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. hateful steel mace (14.5-20.3 power, 3 apr)hateful steel mace (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +6% Living Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged steel mace (15.5-21.7 power, 3 apr)thought-forged steel mace (15.5-21.7 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 12% chance to cause random insanity Damage (Melee): +7 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. iron waraxe of erosion (11-15.4 power, 2 apr)iron waraxe of erosion (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 nature / +5 temporal One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Deepsbrand (13.5-18.9 power, 3 apr)Deepsbrand (13.5-18.9 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +7 mind / +7 nature Burst (radius 2) on crit: +4 darkness When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances penetration: +10% darkness It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced steel waraxe (15.5-21.7 power, 3 apr)balanced steel waraxe (15.5-21.7 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 Defense: +8 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. chilling steel waraxe (13-18.2 power, 3 apr)chilling steel waraxe (13-18.2 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +9 cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. chilling steel waraxe of paradox (14-19.6 power, 3 apr)chilling steel waraxe of paradox (14-19.6 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 cold / +6 temporal When wielded/worn: Damage when hit (Melee): 7 temporal Changes resistances: +5% temporal One-handed war axes. |
This item will automatically be transmogrified when you leave the level. chilling steel waraxe of projection (13.5-18.9 power, 3 apr)chilling steel waraxe of projection (13.5-18.9 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 mind / +7 cold It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious steel waraxe (14.5-20.3 power, 3 apr)insidious steel waraxe (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +18 insidious poison One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe &039; (20-28 power, 4 apr)steel waraxe &039; (20-28 power, 4 apr) Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 111% On weapon hit: * 16% chance to corrode armor * 17% chance to daze * 25% chance to put talents on cooldown Damage (Melee): +11 darkness / +16 light / +11 mind Burst (radius 2) on crit: +11 fire Damage against: +11% Living When wielded/worn: Accuracy: +23 Defense: +9 Damage when hit (Melee): 16 light Changes stats: +3 Str / +7 Dex / +2 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +4% all Changes resistances penetration: +9% acid / +5% light / +9% fire / +18% nature / +9% lightning Changes damage: +9% physical Life regen: +1.30 Maximum stamina: +10.00 Global speed: +3% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Ulugar (17-23.8 power, 4 apr)Ulugar (17-23.8 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armor * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +14 acid / +30 cold / +13 mind Burst (radius 1) on hit: +14 fire When wielded/worn: Physical crit. chance: +20.0% Physical power: +11 Armour: +4 Defense: +2 Ranged Defense: +2 Changes resistances: +6% darkness Changes resistances penetration: +13% acid / +22% darkness / +13% fire / +13% cold / +22% mind / +12% lightning Changes damage: +3% mind Poison immunity: +10% Silence immunity: +5% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. firey steel ritual blade of fate (9.5-12.35 power, 6 apr)firey steel ritual blade of fate (9.5-12.35 power, 6 apr) Requires: - Magic 14 - Dexterity 14 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / ritual blade ; tier 2 Base power: 9.5 - 12.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 10% fire When wielded/worn: Changes damage: +10% fire Physical save: +5 Spell save: +7 Mental save: +5 Spell crit. chance: +7% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. gloomy steel ritual blade of massacre (17-22.1 power, 6 apr)gloomy steel ritual blade of massacre (17-22.1 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: 17.0 - 22.1 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 10% darkness When wielded/worn: Changes damage: +10% darkness Spell crit. chance: +4% Light radius: -1 Infravision radius: +1 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel sceptre of blight (10.5-14.7 power, 3 apr)steel sceptre of blight (10.5-14.7 power, 3 apr) Requires: - Magic 14 - Constitution 14 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 2 Base power: 10.5 - 14.7 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +7 blight When wielded/worn: Changes damage: +12% blight Spellpower: +6 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel sceptre of force (12.5-17.5 power, 3 apr)steel sceptre of force (12.5-17.5 power, 3 apr) Requires: - Magic 14 - Constitution 14 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 2 Base power: 12.5 - 17.5 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +6 physical When wielded/worn: Changes damage: +12% physical Spellpower: +6 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. potent elm magestaff (13-15.6 power, 2 apr, physical damage)potent elm magestaff (13-15.6 power, 2 apr, physical damage) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% fire Talent granted: +1 Command Staff Spellpower: +5 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elm magestaff of warding (14-16.8 power, 2 apr, physical damage)potent elm magestaff of warding (14-16.8 power, 2 apr, physical damage) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 14.0 - 16.8 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 Maximum wards: +2 cold Changes damage: +14% cold Talents granted: +1 Ward +1 Command Staff Spellpower: +5 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elm starstaff of projection (13-15.6 power, 2 apr, physical damage)potent elm starstaff of projection (13-15.6 power, 2 apr, physical damage) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% light Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elm vilestaff of dawn (13-15.6 power, 2 apr, physical damage)potent elm vilestaff of dawn (13-15.6 power, 2 apr, physical damage) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Changes damage: +13% blight Talent granted: +1 Command Staff Maximum pos.energy: +20.00 Spellpower: +6 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Hanusalenik the Flashrace (15-18 power, 3 apr, physical damage)Hanusalenik the Flashrace (15-18 power, 3 apr, physical damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] 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 Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +16 Defense: +18 Effects on melee hit: * 11% chance to disease Damage when hit (Melee): 8 fire Changes stats: +2 Dex / +3 Mag / +3 Wil / +8 Cun Changes resistances: +9% cold / +9% temporal Maximum wards: +3 lightning / +3 cold / +3 arcane / +3 fire Changes damage: +15% lightning / +15% arcane / +15% fire / +6% mind / +15% cold Grants telepathy: Dragon Talents granted: +6 Ward +1 Command Staff Reduces incoming crit damage: 10.00% Mana each turn: +0.44 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +137.00 Maximum vim: +22.00 Maximum pos.energy: +32.00 Spellpower: +17 Spell crit. chance: +2% Defense after a teleport: +17 Resist all after a teleport: +12% New effects duration reduction after a teleport: +24% Reduces paradox failures(equivalent to willpower): +32 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff of illumination (15-18 power, 3 apr, physical damage)ash starstaff of illumination (15-18 power, 3 apr, physical damage) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 Effects on melee hit: * 5% chance to blind Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Light radius: +3 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 151.57 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash vilestaff of dusk (15-18 power, 3 apr, physical damage)ash vilestaff of dusk (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 Mastery: Staff Mastery 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 Maximum neg.energy: +26.00 Spellpower: +6 Spell crit. chance: +2% Light radius: -1 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel ash magestaff (15-18 power, 3 apr, physical damage)cruel ash magestaff (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 Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +11.00% 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. cruel ash magestaff of hiking (15-18 power, 3 apr, physical damage)cruel ash magestaff of hiking (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 Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +11.00% Maximum encumbrance: +12 Maximum stamina: +16.00 Spellpower: +6 Spell crit. chance: +2% Movement speed: +10% 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 magestaff of vines (15-18 power, 3 apr, physical damage)cruel ash magestaff of vines (15-18 power, 3 apr, physical damage) Requires: - Magic 16 Infused by nature 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 Mastery: Staff Mastery 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% Damage (Melee): 12 nature Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +6 Spell crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +7 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 of illumination (15-18 power, 3 apr, physical damage)cruel ash vilestaff of illumination (15-18 power, 3 apr, physical damage) Requires: - Magic 16 Infused by nature 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 Mastery: Staff Mastery 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% Defense: +7 Effects on melee hit: * 6% chance to blind Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 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 204.12 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. feathered ash magestaff of illumination (15-18 power, 3 apr, physical damage)feathered ash magestaff of illumination (15-18 power, 3 apr, physical damage) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 Defense: +11 Fatigue: -4% Effects on melee hit: * 7% chance to blind Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 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 204.12 light damage. 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 (19-22.8 power, 3 apr, physical damage)potent ash vilestaff (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 Mastery: Staff Mastery 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: +9 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 magestaff (15-18 power, 3 apr, physical damage)shimmering 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 Mastery: Staff Mastery 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 Mana each turn: +0.12 Maximum mana: +30.00 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. shimmering ash magestaff (15-18 power, 3 apr, physical damage)shimmering 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 Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +34.00 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. shimmering ash magestaff of fate (15-18 power, 3 apr, physical damage)shimmering ash magestaff of fate (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 Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Physical save: +7 Spell save: +6 Mental save: +7 Mana each turn: +0.13 Maximum mana: +34.00 Spellpower: +6 Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash magestaff of might (15-18 power, 3 apr, physical damage)shimmering ash magestaff 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 Mastery: Staff Mastery 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 Mana each turn: +0.17 Maximum mana: +36.00 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. 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 Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +46.00 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 Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +2 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 starstaff of illumination (15-18 power, 3 apr, physical damage)surging ash starstaff of illumination (15-18 power, 3 apr, physical damage) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 Effects on melee hit: * 7% chance to blind Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 Spell crit. chance: +2% Light radius: +2 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 151.57 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Porasebeth (35-42 power, 5 apr, physical damage)Porasebeth (35-42 power, 5 apr, physical damage) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 temporal Burst (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +10.0% Defense: +13 Effects on melee hit: * 15% chance to corrode armor Damage when hit (Melee): 4 temporal Changes stats: +5 Mag / +5 Wil Changes resistances: +3% acid Changes damage: +35% lightning / +21% acid / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Critical mult.: +18.00% Physical save: +6 Mana each turn: +0.31 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +74.00 Spellpower: +68 Spell crit. chance: +26% 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. |
This item will automatically be transmogrified when you leave the level. acidic iron battleaxe (14-21 power, 1 apr)acidic iron battleaxe (14-21 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced iron battleaxe (12.5-18.75 power, 1 apr)balanced iron battleaxe (12.5-18.75 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 Defense: +9 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. chilling iron battleaxe of vileness (16.5-24.75 power, 1 apr)chilling iron battleaxe of vileness (16.5-24.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to disease Damage (Melee): +10 blight / +12 cold Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced steel battleaxe (22-33 power, 2 apr)balanced steel battleaxe (22-33 power, 2 apr) Requires: - Strength 16 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: 22.0 - 33.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 Defense: +10 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. flaming steel battleaxe of massacre (32.5-48.75 power, 2 apr)flaming steel battleaxe of massacre (32.5-48.75 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: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +7 fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. hateful steel battleaxe (24-36 power, 2 apr)hateful steel battleaxe (24-36 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: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +9% Living Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of erosion (22.5-33.75 power, 2 apr)steel battleaxe of erosion (22.5-33.75 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: 22.5 - 33.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 nature / +10 temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of massacre (26-39 power, 2 apr)steel battleaxe of massacre (26-39 power, 2 apr) Requires: - Strength 16 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: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. thought-forged steel battleaxe of massacre (26.5-39.75 power, 2 apr)thought-forged steel battleaxe of massacre (26.5-39.75 power, 2 apr) Requires: - Strength 16 Crafted by a master 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: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to cause random insanity Damage (Melee): +10 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced iron greatmaul of erosion (19-28.5 power, 1 apr)balanced iron greatmaul of erosion (19-28.5 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 nature / +9 temporal When wielded/worn: Accuracy: +9 Defense: +7 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. arcing steel greatmaul of vileness (26.5-39.75 power, 2 apr)arcing steel greatmaul of vileness (26.5-39.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 10% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +7 blight / +7 lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. blazebringer&blazebringer& Requires: - Strength 16 Infused by nature 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.5 - 38.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +1% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. manaburning steel greatmaul of projection (27-40.5 power, 2 apr)manaburning steel greatmaul of projection (27-40.5 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 14 arcane resource burn 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. Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. steel greatmaul of crippling (30.5-45.75 power, 2 apr)steel greatmaul of crippling (30.5-45.75 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. steel greatmaul of erosion (27.5-41.25 power, 2 apr)steel greatmaul of erosion (27.5-41.25 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 nature / +7 temporal Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. steel greatmaul of massacre (41.5-62.25 power, 2 apr)steel greatmaul of massacre (41.5-62.25 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
Lightningvile the stralite greatmaul (69-103.5 power, 3 apr) Lightningvile the stralite greatmaul (69-103.5 power, 3 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 111% On weapon hit: * disrupts spell-casting Damage (Melee): +131 insidious poison Burst (radius 2) on crit: +35 ice / +23 fire Damage against: +35% Unnatural When wielded/worn: Accuracy: +55 Armour penetration: +19 Armour: +19 Defense: +19 Effects on melee hit: * 30% chance to daze Changes stats: +7 Str / +9 Dex / +3 Mag Changes resistances: +1% physical Changes resistances penetration: +24% physical / +19% cold / +19% fire Changes damage: +6% blight / +35% physical Maximum encumbrance: +20 Stamina when hit: +3.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Global speed: +7% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. arcing steel greatsword of massacre (32-51.2 power, 2 apr)arcing steel greatsword of massacre (32-51.2 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: 32.0 - 51.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced steel greatsword (23-36.8 power, 2 apr)balanced steel greatsword (23-36.8 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: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 Defense: +9 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious steel greatsword of projection (23.5-37.6 power, 2 apr)insidious steel greatsword of projection (23.5-37.6 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 insidious poison / +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. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of daylight (25-40 power, 2 apr)steel greatsword of daylight (25-40 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: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 light Damage against: +12% Undead Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of massacre (34-54.4 power, 2 apr)steel greatsword of massacre (34-54.4 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of vileness (21-33.6 power, 2 apr)steel greatsword of vileness (21-33.6 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: 21.0 - 33.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 13% chance to disease Damage (Melee): +7 blight Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword &039; (48-76.8 power, 2 apr)dwarven-steel greatsword &039; (48-76.8 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 111% On weapon hit: * 20% chance to inflict damage reduction * 25% chance to put talents on cooldown Damage (Melee): +36 lightning / +20 temporal / +20 light Damage against: +28% Undead When wielded/worn: Accuracy: +14 Armour penetration: +16 Physical crit. chance: +14.0% Physical power: +16 Effects on melee hit: * 47% chance to inflict damage reduction Damage when hit (Melee): 16 temporal Changes stats: +6 Dex / +3 Wil / +7 Con Changes resistances: +20% temporal Changes resistances penetration: +19% acid / +16% physical / +5% darkness / +19% cold / +19% lightning / +19% fire Critical mult.: +21.00% Disarm immunity: +31% Infravision radius: +2 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steady elm longbowsteady elm longbow Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Accuracy: +5 Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ash longbow of true flightash longbow of true flight Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +5 Physical crit. chance: +7.0% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ranger&ranger& Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +10% physical Changes damage: +9% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty cured leather slingmighty cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +7 Changes stats: +3 Str Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steady drakeskin leather sling of powersteady drakeskin leather sling of power Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +5 Changes resistances penetration: +13% physical Changes damage: +10% physical Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. arcing quiver of ash arrows of accuracy (18/18, 22-30.8 power, 7 apr)arcing quiver of ash arrows of accuracy (18/18, 22-30.8 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 18 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +5 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. deadly quiver of ash arrows of accuracy (22/22, 26.5-37.1 power, 7 apr)deadly quiver of ash arrows of accuracy (22/22, 26.5-37.1 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 26.5 - 37.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 22 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 crippling (16/16, 22.5-31.5 power, 7 apr)quiver of ash arrows of crippling (16/16, 22.5-31.5 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +8.5% Capacity: 16 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Galevortex (17/17, 63-88.2 power, 20 apr)Galevortex (17/17, 63-88.2 power, 20 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 63.0 - 88.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +36.5% Capacity: 17 Turns elapse between self-loadings: 6 On weapon hit: * 40% chance to corrode armor * 29% chance to cause random insanity * 25% chance to put talents on cooldown On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +17 temporal / +17 light / +13 mind / +13 nature Burst (radius 1) on hit: +4 mind / +12 lightning Burst (radius 2) on crit: +12 lightning / +8 mind Damage against: +20% Undead Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Silina the Naturequake (22/22, 51-71.4 power, 24 apr)Silina the Naturequake (22/22, 51-71.4 power, 24 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 51.0 - 71.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +24 Physical crit. chance: +50.5% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * Slows global speed by 40% * 47 arcane resource burn * 30% chance to cause random insanity * disrupts spell-casting On weapon crit: * burns latent spell energy Travel speed: +200% Damage (Ranged): +21 manaburn arcane / +21 mind / +24 cold Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +4 nature / +13 cold Damage against: +23% Unnatural Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots of paradox (18/18, 22.5-27 power, 2 apr)pouch of steel shots of paradox (18/18, 22.5-27 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.5 - 27.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 On weapon hit: * 5% chance to gain 10% of a turn Damage (Ranged): +5 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. thought-forged pouch of steel shots of purging (19/19, 20-24 power, 2 apr)thought-forged pouch of steel shots of purging (19/19, 20-24 power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 Turns elapse between self-loadings: 6 On weapon hit: * 16% chance to cause random insanity * 25% chance to remove a magical effect Damage (Ranged): +6 nature / +6 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Barolin the Bleaktrencher (21/21, 43-51.6 power, 3 apr)Barolin the Bleaktrencher (21/21, 43-51.6 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 43.0 - 51.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +26.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 20% chance to inflict damage reduction * 40% chance to blind * 14% chance to disease * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target Damage (Ranged): +13 lightning / +47 darkness / +25 blight / +14 bleed / +16 light Burst (radius 1) on hit: +8 darkness Damage against: +28% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. linen robe of blight (+10%) (0 def, 0 armour)linen robe of blight (+10%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe (0 def, 0 armour)mindwoven linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mental save: +16 Mindpower: +3 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy linen robe of corrosion (+16%) (0 def, 0 armour)slimy linen robe of corrosion (+16%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 3 arcane resource burn Changes resistances: +16% acid Changes damage: +11% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy linen robe of lightning (+16%) (0 def, 0 armour)slimy linen robe of lightning (+16%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 4 arcane resource burn Changes resistances: +16% lightning Changes damage: +11% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing woollen robe (0 def, 0 armour)focusing woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Mana each turn: +0.10 Psi each turn: +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of corrosion (+15%) (0 def, 0 armour)mindwoven woollen robe of corrosion (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% acid Changes damage: +10% acid Mental save: +17 Mindpower: +2 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of darkness (+15%) (0 def, 0 armour)mindwoven woollen robe of darkness (+15%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% darkness Changes damage: +10% darkness Mental save: +16 Mindpower: +2 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of lightning (+15%) (0 def, 0 armour)mindwoven woollen robe of lightning (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% lightning Changes damage: +10% lightning Mental save: +16 Mindpower: +3 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy woollen robe (0 def, 0 armour)slimy woollen robe (0 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 4 arcane resource burn A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy woollen robe of the mind (+12%) (0 def, 0 armour)slimy woollen robe of the mind (+12%) (0 def, 0 armour) Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 4 arcane resource burn Changes resistances: +12% mind Changes damage: +12% mind 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 blight (+10%) (0 def, 0 armour)woollen robe of blight (+10%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight 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 (+15%) (0 def, 0 armour)woollen robe of fire (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% fire Changes damage: +10% 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 protection (2 def, 3 armour)woollen robe of protection (2 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +2 Physical save: +17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy cashmere robe (2 def, 0 armour)slimy cashmere robe (2 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Effects when hit in melee: * Slows global speed by 4% * 5 arcane resource burn 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 clarity (2 def, 4 armour)cleansing cured leather armour of clarity (2 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +10% blight / +6% mind / +10% nature Mental save: +11 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing cured leather armour of cold resistance (2 def, 4 armour)cleansing cured leather armour of cold 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: +11% blight / +17% cold / +11% nature A suit of armour made of leather. |
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: +11% blight / +16% fire / +11% nature A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic cured leather armour of clarity (2 def, 4 armour)prismatic cured leather armour of clarity (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +11% light / +10% darkness / +5% mind Mental save: +10 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour (2 def, 4 armour)rejuvenating cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Life regen: +2.20 Stamina each turn: +0.80 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of cold resistance (2 def, 4 armour)spiked cured leather armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +18% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of cold resistance (2 def, 4 armour)spiked cured leather armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +17% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of lightning resistance (2 def, 4 armour)spiked cured leather armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 12 physical Changes resistances: +16% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of spell shielding (2 def, 4 armour)spiked cured leather armour of spell shielding (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 12 physical Changes resistances: +6% arcane Spell save: +13 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of spell shielding (2 def, 4 armour)spiked cured leather armour of spell shielding (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 12 physical Changes resistances: +6% arcane Spell save: +11 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of stability (2 def, 4 armour)spiked 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% Damage when hit (Melee): 11 physical Changes resistances: +6% physical Physical save: +11 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour of fire resistance (2 def, 4 armour)spiked iron mail armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when hit (Melee): 10 physical Changes resistances: +15% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour of temporal resistance (2 def, 4 armour)spiked iron mail armour of temporal resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when hit (Melee): 10 physical Changes resistances: +17% temporal A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Dairuleg (11 def, 29 armour)Dairuleg (11 def, 29 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +29 Defense: +11 Fatigue: +8% Damage when hit (Melee): 8 light / 8 physical Changes stats: +4 Str / +6 Dex / +3 Wil / +3 Cun / +4 Con Changes resistances: +36% acid / +16% physical / +18% darkness / +8% lightning / +46% blight / +8% fire / +28% nature / +18% cold Reduced damage from: +18% Unnatural Allows you to breathe in: water Reduces incoming crit damage: 10.00% Physical save: +25 Mental save: +16 Life regen: +0.60 Maximum life: +58.00 Light radius: +2 Infravision radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of acid resistance (2 def, 14 armour)impenetrable steel mail armour of acid resistance (2 def, 14 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +2 Fatigue: +14% Changes resistances: +15% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of clarity (2 def, 13 armour)impenetrable steel mail armour of clarity (2 def, 13 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: +13 Defense: +2 Fatigue: +14% 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. impenetrable steel mail armour of cold resistance (2 def, 13 armour)impenetrable steel mail armour of cold resistance (2 def, 13 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 Fatigue: +14% Changes resistances: +15% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating steel mail armour of stability (2 def, 6 armour)rejuvenating steel mail armour of stability (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +5% physical Physical save: +13 Life regen: +2.00 Stamina each turn: +0.70 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable steel plate armour of clarity (4 def, 16 armour)impenetrable steel plate armour of clarity (4 def, 16 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Defense: +4 Fatigue: +22% Changes resistances: +6% mind Mental save: +10 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour of fire resistance (4 def, 9 armour)steel plate armour of fire resistance (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +16% fire A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour of the deep (4 def, 11 armour)steel plate armour of the deep (4 def, 11 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Defense: +4 Fatigue: +22% Changes resistances: +5% acid / +6% cold Allows you to breathe in: water A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Mucusvenom (9 def, 23 armour)Mucusvenom (9 def, 23 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +9 Fatigue: +22% Effects on melee hit: * Slows global speed by 45% Damage (Melee): 21 acid / 23 fire Damage when hit (Melee): 16 acid / 20 physical / 16 fire Changes stats: +8 Str / +18 Wil / +18 Cun / +9 Con Changes resistances: +30% acid / +30% temporal / -19% light / +15% physical / +43% fire / +10% arcane / +32% darkness Reduces incoming crit damage: 10.00% Physical save: +37 Spell save: +34 Mental save: +21 Poison immunity: +25% Cut immunity: +5% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. flaming steel shield of cold resistance (+17%) (6 def, 2 armour, 40 block)flaming steel shield of cold resistance (+17%) (6 def, 2 armour, 40 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 12 fire Changes resistances: +17% cold Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming steel shield of cold resistance (+17%) (6 def, 2 armour, 41.5 block)flaming steel shield of cold resistance (+17%) (6 def, 2 armour, 41.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 10 fire Changes resistances: +17% cold Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming steel shield of purity (6 def, 2 armour, 42.5 block)flaming steel shield of purity (6 def, 2 armour, 42.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) 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 fire Damage when hit (Melee): 11 fire Changes resistances: +10% nature / +12% blight Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of arcane resistance (+12%) (6 def, 2 armour, 40 block)steel shield of arcane resistance (+12%) (6 def, 2 armour, 40 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +12% arcane Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of lightning resistance (+19%) (6 def, 2 armour, 41.5 block)steel shield of lightning resistance (+19%) (6 def, 2 armour, 41.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +19% lightning Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of lightning resistance (+17%) (6 def, 2 armour, 43 block)steel shield of lightning resistance (+17%) (6 def, 2 armour, 43 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +17% lightning Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of radiance (6 def, 2 armour, 41.5 block)steel shield of radiance (6 def, 2 armour, 41.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Effects when hit in melee: * 10% chance to blind Changes stats: +1 Mag / +3 Con Changes resistances: +11% light Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of radiance (6 def, 2 armour, 40 block)steel shield of radiance (6 def, 2 armour, 40 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Effects when hit in melee: * 15% chance to blind Changes stats: +2 Mag / +3 Con Changes resistances: +11% light Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. acidic voratun shield (12 def, 3 armour, 200 block)acidic voratun shield (12 def, 3 armour, 200 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage (Melee): 7 acid Damage when hit (Melee): 10 acid Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. thick linen cloak (1 def, 5 armour)thick linen cloak (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +11% cold 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. thick linen cloak (1 def, 5 armour)thick linen cloak (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +12% cold 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. miner&miner& Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Infravision radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. miner&miner& Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Infravision radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. grounding pair of iron boots (0 def, 3 armour)grounding pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
This item will automatically be transmogrified when you leave the level. grounding pair of iron boots of tirelessness (0 def, 3 armour)grounding pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Stamina each turn: +0.40 Maximum stamina: +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
This item will automatically be transmogrified when you leave the level. scholar&scholar& Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +3 Fatigue: +2% Spellpower: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
This item will automatically be transmogrified when you leave the level. restful rough leather gloves of dexterity (+3) (0 def, 1 armour)restful rough leather gloves of dexterity (+3) (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +3 Dex Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +11.00 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. sand rough leather gloves of dexterity (+3) (0 def, 7 armour)sand rough leather gloves of dexterity (+3) (0 def, 7 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 Armour: +7 Damage (Melee): 5 physical Changes stats: +3 Dex Changes damage: +4% physical 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. storm rough leather gloves (0 def, 1 armour)storm rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes resistances: +6% lightning Changes damage: +4% lightning 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 the juggernaut (0 def, 1 armour)iron gauntlets of the juggernaut (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Con Physical save: +11 Spell save: +4 Mental save: +3 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. |
This item will automatically be transmogrified when you leave the level. naturalist&naturalist& Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Damage (Melee): 6 nature Changes stats: +2 Dex Changes resistances: +5% nature Changes damage: +4% 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. clarifying linen wizard hat of light (+18%) (1 def, 0 armour)clarifying linen wizard hat of light (+18%) (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Cun Changes resistances: +18% light Changes damage: +12% light Mental save: +6 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. linen wizard hat of time (+11%) (1 def, 0 armour)linen wizard hat of time (+11%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +11% temporal Changes damage: +11% temporal A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cleansing rough leather cap of dexterity (+3) (0 def, 1 armour)cleansing rough leather cap of dexterity (+3) (0 def, 1 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +6% nature / +6% blight A cap made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather cap of strength (+3) (0 def, 1 armour)rough leather cap of strength (+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 Str A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing iron helm (0 def, 3 armour)cleansing iron helm (0 def, 3 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% nature / +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. grounding iron helm of strength (+3) (0 def, 3 armour)grounding iron helm of strength (+3) (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. grounding iron helm of strength (+3) (0 def, 3 armour)grounding iron helm of strength (+3) (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +7% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. athlete&athlete& Requires: - Magic 15 Infused by nature 1.00 Encumbrance. Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 Changes stats: +2 Con Changes resistances: +12% cold Reduce damage by fixed amount: +2 all Maximum wards: +2 cold Changes damage: +12% cold Talent granted: +1 Ward Stamina each turn: +0.70 Maximum life: +11.00 Slows Projectiles: +15% Handheld warding devices |
agate 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. |
spinel spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
2 hematite 2 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 malachite 2 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. |
carnelian 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 amethyst 2 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. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
125 alchemist agate 125 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. |
Emelebreth the alchemist& Emelebreth the alchemist&Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 23 mind / 20 fire Changes stats: +11 Wil Changes resistances: +23% blight / +8% fire / +29% light / +21% darkness Changes resistances penetration: +5% arcane / +10% blight Changes damage: +29% darkness / +28% mind Damage affinity(heal): +15% darkness Mental save: +22 Spellpower: +9 Spell crit. chance: +10% Light radius: +3 Infravision radius: +21 See stealth: +32 See invisible: +54 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 29 blight damage or heals 34 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. |
miner& miner&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. miner&miner& Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. woodsman&woodsman& Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. woodsman&woodsman& Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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 detect monster (1/1)rod of detect monster (1/1) Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to detect monster in a radius of 25, costing 10 power out of 10/10. A curved rod of an unknown metal. The markings on it suggest an animal of some sort surrounded by eyes. |
This item will automatically be transmogrified when you leave the level. rod of disarming (2/2)rod of disarming (2/2) Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to disarm any known traps in a line, costing 50 power out of 100/100. A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force. |
This item will automatically be transmogrified when you leave the level. rod of trap detection (1/1)rod of trap detection (1/1) Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to detect traps in a radius of 25, costing 10 power out of 10/10. A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
This item will automatically be transmogrified when you leave the level. rod of trap detection (1/1)rod of trap detection (1/1) Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to detect traps in a radius of 25, costing 10 power out of 10/10. A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
This item will automatically be transmogrified when you leave the level. psionic steel torque of thermal psionic shield [power 51] (20 cooldown)psionic steel torque of thermal psionic shield [power 51] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Psi each turn: +0.20 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
telekinetic steel torque of psychoportation [power 29] (30 cooldown) telekinetic steel torque of psychoportation [power 29] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +1 Telekinetic Blast It can be used to teleport randomly (rad 29), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. ash totem of thorny skin [power 31] (20 cooldown)ash totem of thorny skin [power 31] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 6 turns increasing armour by 31 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. natural ash totem of healing [power 110] (35 cooldown)natural ash totem of healing [power 110] (35 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Equilibrium when hit: +0.90 It can be used to heal the target for 110, and remove up to 2 poisons or diseases, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. supercharged ash totem of thorny skin [power 34] (28 cooldown)supercharged ash totem of thorny skin [power 34] (28 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 6 turns increasing armour by 34 and armour hardiness by 40%, placing all other charms into a 28 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bosslike (Nightmare (Roguelike) difficulty)
Slain enough enemies to reach Boss rank.By Aeryrinne (Random) the Star Kitty Mindslayer level 8
1st Flare 122nd year of Ascendancy at 14:23 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Aeryrinne (Random) the Star Kitty Mindslayer level 7
3rd Summertide 122nd year of Ascendancy at 14:31 see stats
One of a Kind (Nightmare (Roguelike) difficulty)
Slain enough enemies to reach Unique rank.By Aeryrinne (Random) the Star Kitty Mindslayer level 7
3rd Summertide 122nd year of Ascendancy at 15:36 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Aeryrinne (Random) the Star Kitty Mindslayer level 8
1st Flare 122nd year of Ascendancy at 12:16 see stats
Log
Aeryrinne (Random) picks up ( .): Infernomaster (4 def, 7 armour).
Aeryrinne (Random) picks up ( .): Alyrig (25 def, 23 armour).
Aeryrinne (Random) picks up ( .): Lightningvile the stralite greatmaul (69-103.5 power, 3 apr).
Aeryrinne (Random) picks up ( .): drakeskin leather cap &039; (12 def, 5 armour).
Aeryrinne (Random) drops on the floor: Alyrig (25 def, 23 armour).
Aeryrinne (Random) drops on the floor: Infernomaster (4 def, 7 armour).
Aeryrinne (Random) drops on the floor: drakeskin leather cap &039; (12 def, 5 armour).
There is an exit to the worldmap here (press &039; or right click 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).
Aeryrinne (Random) deactivates Chant of Fortitude.
Aeryrinne (Random) activates Chant of Fortitude.
Aeryrinne (Random) deactivates Skate.
Aeryrinne (Random) activates Skate.
Aeryrinne (Random) deactivates Beyond the Flesh.
Aeryrinne (Random) activates Beyond the Flesh.
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Pyrokinesis is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
