steel mail armour 'Xeratha' (9 def, 23 armour)
Requires:
- Strength 20
- Talent Armour Training
Crafted by a master
Infused by psionic forces
14.00 Encumbrance.
[Unique]
Type: armor / heavy ; tier 2
When wielded/worn:
Armour: +23
Defense: +9
Fatigue: +14%
Changes stats: +2 Dex / +3 Cun / +3 Con
Mental save: +10
A suit of armour made of mail.
This item has been sent to the Item's Vault.
steel mail armour 'Xeratha' (9 def, 23 armour)Requires:
- Strength 20
- Talent Armour Training
Crafted by a master
Infused by psionic forces
14.00 Encumbrance.
[Unique]
Type: armor / heavy ; tier 2
When wielded/worn:
Armour: +23
Defense: +9
Fatigue: +14%
Changes stats: +2 Dex / +3 Cun / +3 Con
Mental save: +10
A suit of armour made of mail.
This item has been sent to the Item's Vault.
Steel Helm of Garkul (0 def, 6 armour)
Requires:
- Strength 16
- Talent Armour Training
Infused by nature
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
It is part of a set of items.
When wielded/worn:
Armour: +6
Fatigue: +8%
Changes stats: +5 Str / +4 Wil / +5 Con
Changes damage: +10% physical
Talent mastery: +0.20 Technique / Thuggery
Physical save: +12
Spell save: +12
Mental save: +12
A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live.
This item has been sent to the Item's Vault.
Steel Helm of Garkul (0 def, 6 armour)Requires:
- Strength 16
- Talent Armour Training
Infused by nature
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
It is part of a set of items.
When wielded/worn:
Armour: +6
Fatigue: +8%
Changes stats: +5 Str / +4 Wil / +5 Con
Changes damage: +10% physical
Talent mastery: +0.20 Technique / Thuggery
Physical save: +12
Spell save: +12
Mental save: +12
A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live.
This item has been sent to the Item's Vault.
Robe of the Archmage (10 def, 10 armour)
Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Armour: +10
Defense: +10
Changes stats: +4 Mag / +4 Wil / +4 Cun
Damage when the wearer is hit: 15 arcane
Changes resistances: +10% cold / +10% fire
Changes damage: +12% all
Spell save: +18
Mental save: +15
Blindness immunity: +40%
Mana each turn: +1.00
Spellpower: +15
Light radius: +1
A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates.
This item has been sent to the Item's Vault.
Robe of the Archmage (10 def, 10 armour)Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Armour: +10
Defense: +10
Changes stats: +4 Mag / +4 Wil / +4 Cun
Damage when the wearer is hit: 15 arcane
Changes resistances: +10% cold / +10% fire
Changes damage: +12% all
Spell save: +18
Mental save: +15
Blindness immunity: +40%
Mana each turn: +1.00
Spellpower: +15
Light radius: +1
A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates.
This item has been sent to the Item's Vault.
Aeroleba (20-24 power, 4 apr, lightning damage)
Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 100% Mag
Damage type: Lightning
Mastery: Staff Mastery
Accuracy bonus: +4.0% procs dam / acc
Armour Penetration: +4
Physical crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Armour: +4
Armour Hardiness: +4%
Changes resistances: +3% blight
Changes damage: +3% arcane / +20% lightning / +10% blight
Talent granted: +1 Command Staff
Physical save: +4
Spellpower on spell critical (stacks up to 3 times): +6
Spellpower: +17
Spell crit. chance: +3%
It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Aeroleba (20-24 power, 4 apr, lightning damage)Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 100% Mag
Damage type: Lightning
Mastery: Staff Mastery
Accuracy bonus: +4.0% procs dam / acc
Armour Penetration: +4
Physical crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Armour: +4
Armour Hardiness: +4%
Changes resistances: +3% blight
Changes damage: +3% arcane / +20% lightning / +10% blight
Talent granted: +1 Command Staff
Physical save: +4
Spellpower on spell critical (stacks up to 3 times): +6
Spellpower: +17
Spell crit. chance: +3%
It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Umbraphage
Requires:
- Level 15
Infused by psionic forces
0.00 Encumbrance.
[Unique]
Type: lite / lite ; tier 3
When wielded/worn:
Changes resistances: +20% darkness
Changes resistances penetration: +10% darkness
Changes damage: +15% darkness / +15% light
Damage affinity(heal): +20% darkness
Talent mastery: +0.20 Cursed / Shadows
Mental save: +10
Mindpower: +10
Light radius: +5
Absorbs all darkness in its light radius.
It can be used to release the absorbed darkness, costing 10 power out of 10/10.
This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely.
This item has been sent to the Item's Vault.
UmbraphageRequires:
- Level 15
Infused by psionic forces
0.00 Encumbrance.
[Unique]
Type: lite / lite ; tier 3
When wielded/worn:
Changes resistances: +20% darkness
Changes resistances penetration: +10% darkness
Changes damage: +15% darkness / +15% light
Damage affinity(heal): +20% darkness
Talent mastery: +0.20 Cursed / Shadows
Mental save: +10
Mindpower: +10
Light radius: +5
Absorbs all darkness in its light radius.
It can be used to release the absorbed darkness, costing 10 power out of 10/10.
This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely.
This item has been sent to the Item's Vault.
Prox's Lucky Halfling Foot
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Defense: +5
Changes stats: +5 Lck
Trap disarming bonus: +5
Detects traps.
Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown.
A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks.
This item has been sent to the Item's Vault.
Prox's Lucky Halfling FootPowered by arcane forces
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Defense: +5
Changes stats: +5 Lck
Trap disarming bonus: +5
Detects traps.
Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown.
A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks.
This item has been sent to the Item's Vault.