Summertide (17 def, 15 armour, 52 dam, 260 block)
Requires:
- Willpower 28
- Cunning 20
- Talent Buckler Expertise (level 1)
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
When used to attack (with talents):
Base power: 52.0 - 62.4
Uses stat: 100% Str
Damage type: Light
Mastery: Stoneshield
Accuracy bonus: +2.5% procs dam / acc
Physical crit. chance: +4.5%
Block value: +260
On weapon hit:
* 30% chance to blind
* releases a burst of light
When wielded/worn:
Armour: +15
Defense: +17
Ranged Defense: +17
Fatigue: +12%
Changes stats: +3 Cun / +5 Wil
Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light
Changes resistances penetration: +10% fire / +10% light / +10% mind
Changes damage: +10% fire / +15% mind / +15% light
Talent granted: +5 Block
Mental save: +18
Blindness immunity: +100%
Confusion immunity: +25%
Maximum psi: +20.00
Mindpower: +8
Light radius: +3
It can be used to send out a beam of light, costing 11 power out of 30/30.
A bright light shines from the center of this shield. Holding it clears your mind.
This item has been sent to the Item's Vault.
Summertide (17 def, 15 armour, 52 dam, 260 block)Requires:
- Willpower 28
- Cunning 20
- Talent Buckler Expertise (level 1)
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
When used to attack (with talents):
Base power: 52.0 - 62.4
Uses stat: 100% Str
Damage type: Light
Mastery: Stoneshield
Accuracy bonus: +2.5% procs dam / acc
Physical crit. chance: +4.5%
Block value: +260
On weapon hit:
* 30% chance to blind
* releases a burst of light
When wielded/worn:
Armour: +15
Defense: +17
Ranged Defense: +17
Fatigue: +12%
Changes stats: +3 Cun / +5 Wil
Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light
Changes resistances penetration: +10% fire / +10% light / +10% mind
Changes damage: +10% fire / +15% mind / +15% light
Talent granted: +5 Block
Mental save: +18
Blindness immunity: +100%
Confusion immunity: +25%
Maximum psi: +20.00
Mindpower: +8
Light radius: +3
It can be used to send out a beam of light, costing 11 power out of 30/30.
A bright light shines from the center of this shield. Holding it clears your mind.
This item has been sent to the Item's Vault.
Dawn's Blade (50-70 power, 7 apr)
Requires:
- Magic 18
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
It is part of a set of items.
Base power: 50.0 - 70.0
Uses stats: 25% Mag, 80% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +7
Physical crit. chance: +5.0%
Attack speed: 100%
Damage conversion: 30% light
Damage against: +25% Undead / +25% Demon
When wielded/worn:
Changes resistances penetration: +25% light
Changes damage: +18% light
Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light
Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns)
Spellpower: +10
Spell crit. chance: +4%
Light radius: +2
It can be used to invoke dawn, costing 30 power out of 35/35.
Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows.
This item has been sent to the Item's Vault.
Dawn's Blade (50-70 power, 7 apr)Requires:
- Magic 18
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
It is part of a set of items.
Base power: 50.0 - 70.0
Uses stats: 25% Mag, 80% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +7
Physical crit. chance: +5.0%
Attack speed: 100%
Damage conversion: 30% light
Damage against: +25% Undead / +25% Demon
When wielded/worn:
Changes resistances penetration: +25% light
Changes damage: +18% light
Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light
Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns)
Spellpower: +10
Spell crit. chance: +4%
Light radius: +2
It can be used to invoke dawn, costing 30 power out of 35/35.
Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows.
This item has been sent to the Item's Vault.
Unsetting Sun (16 def, 20 armour, 280 block)
7.0
T5 shield armor
[Unique]
Arcane
Glows brightly in the light of dawn.
While equipped:
----- def -----
Armour +20
Defense +16 (+4 eff.)
Rng.Def +17 (+5 eff.)
Fatigue +14%
Resists +30% blight +30% darkness
Spell.save +19 (+3 eff.)
---------- misc
Light +2
Talents +5 Block
When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future.
This item has been sent to the Item's Vault.
Unsetting Sun (16 def, 20 armour, 280 block)7.0
T5 shield armor
[Unique]
Arcane
Glows brightly in the light of dawn.
While equipped:
----- def -----
Armour +20
Defense +16 (+4 eff.)
Rng.Def +17 (+5 eff.)
Fatigue +14%
Resists +30% blight +30% darkness
Spell.save +19 (+3 eff.)
---------- misc
Light +2
Talents +5 Block
When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future.
This item has been sent to the Item's Vault.
Champion's Will (67-107.2 power, 22 apr)
3.0
T5 greatsword 2H weapon
[Unique]
Arcane/Master
Power 67.0 - 107.2 Physical
Uses 40% Wil, 115% Str, 50% Mag
20% Con
Acc+ +0.4% crit.pwr / acc
Apr +22
Crit +12.0%
Atk.spd 100%
On Hit:
* releases a burst of light, dealing 57 light damage (based on Spellpower) in a radius 3 cone.
While equipped:
Stats +12 Str +6 Mag +7 Con
---------- misc
Cooldown Sun Ray -1
Absorption Strike -1
Flash of the Blade -1
Masteries
+0.20 Celestial/Sun
+0.10 Celestial/Radiance
+0.20 Celestial/Crusader
Increases the damage of Sun Beam by 15%.
Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt.
Uses 18 power out of 30/30
This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively.
This item has been sent to the Item's Vault.
Champion's Will (67-107.2 power, 22 apr)3.0
T5 greatsword 2H weapon
[Unique]
Arcane/Master
Power 67.0 - 107.2 Physical
Uses 40% Wil, 115% Str, 50% Mag
20% Con
Acc+ +0.4% crit.pwr / acc
Apr +22
Crit +12.0%
Atk.spd 100%
On Hit:
* releases a burst of light, dealing 57 light damage (based on Spellpower) in a radius 3 cone.
While equipped:
Stats +12 Str +6 Mag +7 Con
---------- misc
Cooldown Sun Ray -1
Absorption Strike -1
Flash of the Blade -1
Masteries
+0.20 Celestial/Sun
+0.10 Celestial/Radiance
+0.20 Celestial/Crusader
Increases the damage of Sun Beam by 15%.
Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt.
Uses 18 power out of 30/30
This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively.
This item has been sent to the Item's Vault.