Morningprophet (20-26 power, 7 apr)
Requires:
- Dexterity 24
Infused by nature
1.00 Encumbrance.
Type: weapon / dagger ; tier 3
Base power: 20.0 - 26.0
Uses stats: 45% Dex, 45% Str
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +7
Crit. chance: +6.0%
Attack speed: 100%
On weapon hit:
* 40% chance to daze at end of turn
Damage (Melee): +11 insidious poison
Burst (radius 1) on hit: +12 light
When wielded/worn:
Effects on melee hit:
* 30% chance to blind
Damage when hit (Melee): 4 light
Light radius: +2
Sharp, short and deadly.
This item has been sent to the Item's Vault.
Morningprophet (20-26 power, 7 apr)Requires:
- Dexterity 24
Infused by nature
1.00 Encumbrance.
Type: weapon / dagger ; tier 3
Base power: 20.0 - 26.0
Uses stats: 45% Dex, 45% Str
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +7
Crit. chance: +6.0%
Attack speed: 100%
On weapon hit:
* 40% chance to daze at end of turn
Damage (Melee): +11 insidious poison
Burst (radius 1) on hit: +12 light
When wielded/worn:
Effects on melee hit:
* 30% chance to blind
Damage when hit (Melee): 4 light
Light radius: +2
Sharp, short and deadly.
This item has been sent to the Item's Vault.
Umbral Razor (25-32.5 power, 10 apr)
Requires:
- Dexterity 32
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 2
Base power: 25.0 - 32.5
Uses stats: 45% Dex, 10% Mag, 45% Str
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +10
Crit. chance: +9.0%
Attack speed: 100%
Damage conversion: 50% darkness
When wielded/worn:
Changes stats: +4 Cun / +4 Mag
Changes resistances: +10% darkness
Changes resistances penetration: +10% darkness
Changes damage: +5% darkness
Stealth bonus: +10
It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) :
Effective talent level: 2.0
Power cost: 8 out of 10/10.
Range: 10
Travel Speed: 2000% of base
Is: a spell
Description: Conjures up a bolt of darkness, doing 41.21 darkness damage.
At level 3, it will create a beam of shadows.
At level 5, none of your Nightfall spells will hurt your minions.
The damage will increase with your Spellpower.
This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.
This item has been sent to the Item's Vault.
Umbral Razor (25-32.5 power, 10 apr)Requires:
- Dexterity 32
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 2
Base power: 25.0 - 32.5
Uses stats: 45% Dex, 10% Mag, 45% Str
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +10
Crit. chance: +9.0%
Attack speed: 100%
Damage conversion: 50% darkness
When wielded/worn:
Changes stats: +4 Cun / +4 Mag
Changes resistances: +10% darkness
Changes resistances penetration: +10% darkness
Changes damage: +5% darkness
Stealth bonus: +10
It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) :
Effective talent level: 2.0
Power cost: 8 out of 10/10.
Range: 10
Travel Speed: 2000% of base
Is: a spell
Description: Conjures up a bolt of darkness, doing 41.21 darkness damage.
At level 3, it will create a beam of shadows.
At level 5, none of your Nightfall spells will hurt your minions.
The damage will increase with your Spellpower.
This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.
This item has been sent to the Item's Vault.
Bregilarain the vined mindstar (5.5-6.05 power, 18 apr, nature damage)
Requires:
- Willpower 16
Infused by nature
Infused by arcane disrupting forces
3.00 Encumbrance.
Type: weapon / mindstar ; tier 2
Base power: 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
Crit. chance: +3.0%
Attack speed: 100%
When wielded/worn:
Effects when hit in melee:
* Slows global speed by 3%
Changes resistances: +2% physical
Changes resistances penetration: +10% physical
Changes damage: +2% nature
Critical mult.: +15.00%
Psi when hit: +0.12
Only die when reaching: -60.00 life
Mindpower: +4 (+2 eff.)
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 has been sent to the Item's Vault.
Bregilarain the vined mindstar (5.5-6.05 power, 18 apr, nature damage)Requires:
- Willpower 16
Infused by nature
Infused by arcane disrupting forces
3.00 Encumbrance.
Type: weapon / mindstar ; tier 2
Base power: 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
Crit. chance: +3.0%
Attack speed: 100%
When wielded/worn:
Effects when hit in melee:
* Slows global speed by 3%
Changes resistances: +2% physical
Changes resistances penetration: +10% physical
Changes damage: +2% nature
Critical mult.: +15.00%
Psi when hit: +0.12
Only die when reaching: -60.00 life
Mindpower: +4 (+2 eff.)
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 has been sent to the Item's Vault.
Serpent's Glare (7-7.7 power, 15 apr, nature damage)
Requires:
- Willpower 12
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 1
Base power: 7.0 - 7.7
Uses stats: 30% Wil, 10% Cun
Damage type: Nature
Mastery: Psiblades
Accuracy is based on willpower for this weapon.
Armour Penetration: +15
Crit. chance: +7.0%
Attack speed: 100%
Damage conversion: 30% poison
When wielded/worn:
Changes resistances: +10% nature
Changes damage: +10% nature
Poison immunity: +50%
Mindpower: +4 (+2 eff.)
Mental crit. chance: +2%
It can be used to activate talent Spit Poison (costing 8 power out of 8/8) :
Effective talent level: 2.0
Power cost: 8 out of 8/8.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Spit poison at your target, doing 195.27 poison damage over six turns.
The damage will increase with your Strength or Dexterity (whichever is higher).
A thick venom drips from this mindstar.
This item has been sent to the Item's Vault.
Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires:
- Willpower 12
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 1
Base power: 7.0 - 7.7
Uses stats: 30% Wil, 10% Cun
Damage type: Nature
Mastery: Psiblades
Accuracy is based on willpower for this weapon.
Armour Penetration: +15
Crit. chance: +7.0%
Attack speed: 100%
Damage conversion: 30% poison
When wielded/worn:
Changes resistances: +10% nature
Changes damage: +10% nature
Poison immunity: +50%
Mindpower: +4 (+2 eff.)
Mental crit. chance: +2%
It can be used to activate talent Spit Poison (costing 8 power out of 8/8) :
Effective talent level: 2.0
Power cost: 8 out of 8/8.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Spit poison at your target, doing 195.27 poison damage over six turns.
The damage will increase with your Strength or Dexterity (whichever is higher).
A thick venom drips from this mindstar.
This item has been sent to the Item's Vault.
Daimuyarain (25-30 power, 5 apr, darkness element)
Requires:
- Magic 35
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 4
It must be held with both hands.
Base power: 25.0 - 30.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
Damage (Melee): +12 blight
When wielded/worn:
Physical crit. chance: +17.0%
Armour: +6
Armour Hardiness: +2%
Effects on melee hit:
* 20% chance to disease
Damage (Melee): 23 arcane
Damage when hit (Melee): 12 blight
Changes damage: +25% darkness
Talent granted: +1 Command Staff
Critical mult.: +13.00%
Physical save: +6 (+3 eff.)
Maximum mana: +54.00
Spellpower: +18 (+8 eff.)
Spell crit. chance: +4%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Daimuyarain (25-30 power, 5 apr, darkness element)Requires:
- Magic 35
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 4
It must be held with both hands.
Base power: 25.0 - 30.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
Damage (Melee): +12 blight
When wielded/worn:
Physical crit. chance: +17.0%
Armour: +6
Armour Hardiness: +2%
Effects on melee hit:
* 20% chance to disease
Damage (Melee): 23 arcane
Damage when hit (Melee): 12 blight
Changes damage: +25% darkness
Talent granted: +1 Command Staff
Critical mult.: +13.00%
Physical save: +6 (+3 eff.)
Maximum mana: +54.00
Spellpower: +18 (+8 eff.)
Spell crit. chance: +4%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Splendourkiller the elm starstaff (10-12 power, 2 apr, physical element)
Requires:
- Magic 11
Crafted by a master
5.00 Encumbrance.
Type: weapon / staff ; tier 1
It must be held with both hands.
Base power: 10.0 - 12.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +2
Crit. chance: +2.5%
Attack speed: 100%
Damage (Melee): +8 lightning
Burst (radius 2) on crit: +16 light
When wielded/worn:
Physical crit. chance: +5.0%
Effects on melee hit:
* 15% chance to blind
* 15% chance to daze at end of turn
Changes damage: +3% lightning / +10% physical / +3% light
Talent granted: +1 Command Staff
Critical mult.: +10.00%
Spellpower: +3 (+2 eff.)
Spell crit. chance: +1%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Splendourkiller the elm starstaff (10-12 power, 2 apr, physical element)Requires:
- Magic 11
Crafted by a master
5.00 Encumbrance.
Type: weapon / staff ; tier 1
It must be held with both hands.
Base power: 10.0 - 12.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +2
Crit. chance: +2.5%
Attack speed: 100%
Damage (Melee): +8 lightning
Burst (radius 2) on crit: +16 light
When wielded/worn:
Physical crit. chance: +5.0%
Effects on melee hit:
* 15% chance to blind
* 15% chance to daze at end of turn
Changes damage: +3% lightning / +10% physical / +3% light
Talent granted: +1 Command Staff
Critical mult.: +10.00%
Spellpower: +3 (+2 eff.)
Spell crit. chance: +1%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Flashslice (20-24 power, 4 apr, lightning element)
Requires:
- Magic 24
Infused by nature
5.00 Encumbrance.
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
On weapon hit:
* 20% chance to daze at end of turn
Damage (Melee): +16 lightning / +8 mind
When wielded/worn:
Defense: +8 (+6 eff.)
Effects on melee hit:
* 8% chance to blind
Damage when hit (Melee): 16 mind
Changes resistances: +3% mind
Changes damage: +26% lightning
Talent granted: +1 Command Staff
Spellpower: +9 (+4 eff.)
Spell crit. chance: +3%
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 35.56 light damage.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Flashslice (20-24 power, 4 apr, lightning element)Requires:
- Magic 24
Infused by nature
5.00 Encumbrance.
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
On weapon hit:
* 20% chance to daze at end of turn
Damage (Melee): +16 lightning / +8 mind
When wielded/worn:
Defense: +8 (+6 eff.)
Effects on melee hit:
* 8% chance to blind
Damage when hit (Melee): 16 mind
Changes resistances: +3% mind
Changes damage: +26% lightning
Talent granted: +1 Command Staff
Spellpower: +9 (+4 eff.)
Spell crit. chance: +3%
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 35.56 light damage.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Eclipsegash
Requires:
- Dexterity 24
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
Type: weapon / sling ; tier 3
Accuracy bonus: +0.1% dam / acc
Attack speed: 125%
Firing range: +8
On weapon hit:
* 40% chance to inflict 15% damage reduction
When wielded/worn:
Physical power: +7 (+2 eff.)
Armour: +4
Changes stats: +4 Str
Changes resistances: +6% acid / +12% light
Disease immunity: +5%
Stun/Freeze immunity: +5%
Slings are used to hurl stones or metal shots at your foes.
This item has been sent to the Item's Vault.
EclipsegashRequires:
- Dexterity 24
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
Type: weapon / sling ; tier 3
Accuracy bonus: +0.1% dam / acc
Attack speed: 125%
Firing range: +8
On weapon hit:
* 40% chance to inflict 15% damage reduction
When wielded/worn:
Physical power: +7 (+2 eff.)
Armour: +4
Changes stats: +4 Str
Changes resistances: +6% acid / +12% light
Disease immunity: +5%
Stun/Freeze immunity: +5%
Slings are used to hurl stones or metal shots at your foes.
This item has been sent to the Item's Vault.
Emibretha (20-24 power, 4 apr, light element)
Requires:
- Magic 24
Infused by nature
5.00 Encumbrance.
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
Damage Shield penetration (this weapon only): +10%
When wielded/worn:
Accuracy: +8 (+3 eff.)
Physical crit. chance: +3.0%
Defense: +8 (+6 eff.)
Ranged Defense: +3 (+1 eff.)
Effects on melee hit:
* 7% chance to blind
Changes stats: +1 Con
Changes resistances penetration: +15% physical
Changes damage: +20% light
Talent granted: +1 Command Staff
Critical mult.: +6.00%
Spellpower: +9 (+4 eff.)
Spell crit. chance: +3%
Light radius: +2
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 35.56 light damage.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Emibretha (20-24 power, 4 apr, light element)Requires:
- Magic 24
Infused by nature
5.00 Encumbrance.
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
Damage Shield penetration (this weapon only): +10%
When wielded/worn:
Accuracy: +8 (+3 eff.)
Physical crit. chance: +3.0%
Defense: +8 (+6 eff.)
Ranged Defense: +3 (+1 eff.)
Effects on melee hit:
* 7% chance to blind
Changes stats: +1 Con
Changes resistances penetration: +15% physical
Changes damage: +20% light
Talent granted: +1 Command Staff
Critical mult.: +6.00%
Spellpower: +9 (+4 eff.)
Spell crit. chance: +3%
Light radius: +2
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 35.56 light damage.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.