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% light / +15% darkness
Damage affinity(heal): +20% darkness
Talent mastery: +0.20 Cursed / Shadows
Mental save: +10 (+5 eff.)
Mindpower: +10 (+5 eff.)
Light radius: +5
Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 0).
It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 114.30 darkness damage (based on Mindpower and charge), 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.
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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% light / +15% darkness
Damage affinity(heal): +20% darkness
Talent mastery: +0.20 Cursed / Shadows
Mental save: +10 (+5 eff.)
Mindpower: +10 (+5 eff.)
Light radius: +5
Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 0).
It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 114.30 darkness damage (based on Mindpower and charge), 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.
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Will of Ul'Gruth (0 def, 15 armour)
Requires:
- Talent Armour Training
Powered by arcane forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 5
When wielded/worn:
Armour: +15
Changes stats: +5 Str / +5 Mag
Changes resistances penetration: +10% all
Changes damage: +15% all
Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality
Your Obliterating Smash can destroy walls.
It can be used to activate talent Obliterating Smash (costing 25 power out of 4/25) :
Effective talent level: 4.5
Power cost: 25 out of 4/25.
Range: 3
Travel Speed: instantaneous
Is: a spell
Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets.
Starting from talent level 5, all targets hit will have their armour and saves reduced by 20.
This attack can not miss.
These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands.
This item has been sent to the Item's Vault.
Will of Ul'Gruth (0 def, 15 armour)Requires:
- Talent Armour Training
Powered by arcane forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 5
When wielded/worn:
Armour: +15
Changes stats: +5 Str / +5 Mag
Changes resistances penetration: +10% all
Changes damage: +15% all
Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality
Your Obliterating Smash can destroy walls.
It can be used to activate talent Obliterating Smash (costing 25 power out of 4/25) :
Effective talent level: 4.5
Power cost: 25 out of 4/25.
Range: 3
Travel Speed: instantaneous
Is: a spell
Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets.
Starting from talent level 5, all targets hit will have their armour and saves reduced by 20.
This attack can not miss.
These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands.
This item has been sent to the Item's Vault.
Ring of the War Master
Requires:
- Level 35
Crafted by a master
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Armour penetration: +15
Physical crit. chance: +5.0%
Physical power: +10 (+2 eff.)
Changes stats: +3 Str / +3 Dex / +3 Con
Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Pugilism +0.30 Technique / Shield offense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons
A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind.
This item has been sent to the Item's Vault.
Ring of the War MasterRequires:
- Level 35
Crafted by a master
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Armour penetration: +15
Physical crit. chance: +5.0%
Physical power: +10 (+2 eff.)
Changes stats: +3 Str / +3 Dex / +3 Con
Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Pugilism +0.30 Technique / Shield offense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons
A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind.
This item has been sent to the Item's Vault.
Wintertide (39-54.6 power, 10 apr)
Requires:
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Base power: 39.0 - 54.6
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +10
Physical crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 70.52 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration.
Damage (Melee): +25 ice
When wielded/worn:
Damage when hit (Melee): 40 ice
Changes resistances: +25% cold
Changes damage: +20% cold
Ice block penetration: +35%
Storm Duration: None
It can be used to precipitate ice from your winter storm to create walls (lasting 10 turns) in each space it occupies, costing 30 power out of 40/40.
The air seems to freeze around the blade of this sword, draining all heat from the area.
It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war.
This item has been sent to the Item's Vault.
Wintertide (39-54.6 power, 10 apr)Requires:
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Base power: 39.0 - 54.6
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +10
Physical crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 70.52 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration.
Damage (Melee): +25 ice
When wielded/worn:
Damage when hit (Melee): 40 ice
Changes resistances: +25% cold
Changes damage: +20% cold
Ice block penetration: +35%
Storm Duration: None
It can be used to precipitate ice from your winter storm to create walls (lasting 10 turns) in each space it occupies, costing 30 power out of 40/40.
The air seems to freeze around the blade of this sword, draining all heat from the area.
It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war.
This item has been sent to the Item's Vault.
Witch-Bane (42-58.8 power, 4 apr)
Requires:
- Strength 48
Infused by nature
Infused by arcane disrupting forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Base power: 42.0 - 58.8
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +4
Physical crit. chance: +20.0%
Attack speed: 100%
On weapon hit:
* 50 arcane resource burn
When wielded/worn:
Changes resistances: +15% blight / -15% physical / +15% all
Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns)
A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt.
It seems somebody well versed in antimagic could use it to its fullest potential.
This item has been sent to the Item's Vault.
Witch-Bane (42-58.8 power, 4 apr)Requires:
- Strength 48
Infused by nature
Infused by arcane disrupting forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Base power: 42.0 - 58.8
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +4
Physical crit. chance: +20.0%
Attack speed: 100%
On weapon hit:
* 50 arcane resource burn
When wielded/worn:
Changes resistances: +15% blight / -15% physical / +15% all
Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns)
A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt.
It seems somebody well versed in antimagic could use it to its fullest potential.
This item has been sent to the Item's Vault.
Dream Malleus (56-84 power, 5 apr)
Requires:
- Willpower 25
- Strength 25
Powered by arcane forces
Crafted by a master
Infused by psionic forces
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 4
It must be held with both hands.
Base power: 56.0 - 84.0
Uses stats: 70% Wil, 70% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.1% dam / acc
This weapon will act as a psionic focus.
Armour Penetration: +5
Attack speed: 100%
On weapon hit:
* 14% chance to cause random gloom
* 25% chance for lightning to arc to a second target
Damage (Melee): +9 lightning / +44 mind
When wielded/worn:
Changes stats: +5 Str / +3 Wil / +3 Cun
Changes damage: +10% mind / +10% physical
Talent cooldown: Hammer Toss (-2 turns)
Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss
Maximum encumbrance: +20
Psi each turn: +0.10
Mindpower: +15 (+7 eff.)
Mental crit. chance: +5%
It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns.
A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel.
This item has been sent to the Item's Vault.
Dream Malleus (56-84 power, 5 apr)Requires:
- Willpower 25
- Strength 25
Powered by arcane forces
Crafted by a master
Infused by psionic forces
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 4
It must be held with both hands.
Base power: 56.0 - 84.0
Uses stats: 70% Wil, 70% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.1% dam / acc
This weapon will act as a psionic focus.
Armour Penetration: +5
Attack speed: 100%
On weapon hit:
* 14% chance to cause random gloom
* 25% chance for lightning to arc to a second target
Damage (Melee): +9 lightning / +44 mind
When wielded/worn:
Changes stats: +5 Str / +3 Wil / +3 Cun
Changes damage: +10% mind / +10% physical
Talent cooldown: Hammer Toss (-2 turns)
Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss
Maximum encumbrance: +20
Psi each turn: +0.10
Mindpower: +15 (+7 eff.)
Mental crit. chance: +5%
It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns.
A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel.
This item has been sent to the Item's Vault.
Fist of the Destroyer (8 def, 0 armour)
Requires:
- Level 35
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 5
It is part of a set of items.
Only the masochistic can unlock its full power.
When wielded/worn:
Defense: +8 (+2 eff.)
Changes stats: +9 Str / +3 Cun / +9 Mag
Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim
Stun/Freeze immunity: +20%
Maximum vim: +25.00
Increases all damage by 4% of current vim
Current Bonus: 8%
It can be used to activate talent Darkfire (costing 12 power out of 12/12) :
Effective talent level: 6.5
Power cost: 12 out of 12/12.
Range: 6
Travel Speed: 400% of base
Is: a spell
Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 95.78 fire damage and 95.78 darkness damage in a radius of 7.
The damage will increase with your Spellpower.
These fell looking gloves glow with untold power.
This item has been sent to the Item's Vault.
Fist of the Destroyer (8 def, 0 armour)Requires:
- Level 35
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 5
It is part of a set of items.
Only the masochistic can unlock its full power.
When wielded/worn:
Defense: +8 (+2 eff.)
Changes stats: +9 Str / +3 Cun / +9 Mag
Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim
Stun/Freeze immunity: +20%
Maximum vim: +25.00
Increases all damage by 4% of current vim
Current Bonus: 8%
It can be used to activate talent Darkfire (costing 12 power out of 12/12) :
Effective talent level: 6.5
Power cost: 12 out of 12/12.
Range: 6
Travel Speed: 400% of base
Is: a spell
Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 95.78 fire damage and 95.78 darkness damage in a radius of 7.
The damage will increase with your Spellpower.
These fell looking gloves glow with untold power.
This item has been sent to the Item's Vault.
Spellhunt Remnants (2 def, 3 armour)
Requires:
- Talent Armour Training
Infused by arcane disrupting forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 2
When wielded/worn:
Armour: +3
Defense: +2 (+1 eff.)
Spell save: +6 (+2 eff.)
Mindpower: +6 (+3 eff.)
Mental crit. chance: +2%
It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150.
These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence.
This item has been sent to the Item's Vault.
Spellhunt Remnants (2 def, 3 armour)Requires:
- Talent Armour Training
Infused by arcane disrupting forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 2
When wielded/worn:
Armour: +3
Defense: +2 (+1 eff.)
Spell save: +6 (+2 eff.)
Mindpower: +6 (+3 eff.)
Mental crit. chance: +2%
It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150.
These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence.
This item has been sent to the Item's Vault.
Gunivon the Oakprophet (29 def, 5 armour)
Requires:
- Level 35
Crafted by a master
2.00 Encumbrance.
[Random Unique]
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +5
Defense: +29 (+14 eff.)
Ranged Defense: +7 (+4 eff.)
Fatigue: +5%
Effects on melee hit:
* Slows global speed by 30%
Changes stats: +6 Str / +7 Con
Changes damage: +7% physical
Spell save: +20 (+7 eff.)
Maximum vim: +30.00
Spell crit. chance: +3%
Damage Shield penetration: +20%
Size category: +1
It can be used to activate talent Evasion, placing all other charms into a 30 cooldown :
Effective talent level: 4.0
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Description: Your quick wit allows you to see attacks before they land, granting you a 25% chance to completely evade them and granting you 12 defense for 7 turns.
Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity.
A pair of boots made of leather.
This item has been sent to the Item's Vault.
Gunivon the Oakprophet (29 def, 5 armour)Requires:
- Level 35
Crafted by a master
2.00 Encumbrance.
[Random Unique]
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +5
Defense: +29 (+14 eff.)
Ranged Defense: +7 (+4 eff.)
Fatigue: +5%
Effects on melee hit:
* Slows global speed by 30%
Changes stats: +6 Str / +7 Con
Changes damage: +7% physical
Spell save: +20 (+7 eff.)
Maximum vim: +30.00
Spell crit. chance: +3%
Damage Shield penetration: +20%
Size category: +1
It can be used to activate talent Evasion, placing all other charms into a 30 cooldown :
Effective talent level: 4.0
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Description: Your quick wit allows you to see attacks before they land, granting you a 25% chance to completely evade them and granting you 12 defense for 7 turns.
Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity.
A pair of boots made of leather.
This item has been sent to the Item's Vault.
Spider-Silk Robe of Spydrë (10 def, 15 armour)
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +15
Armour Hardiness: +30%
Defense: +10 (+5 eff.)
Damage when hit (Melee): 20 nature slow / 20 poison
Changes stats: +5 Con / +4 Wil
Changes resistances: +30% nature
Changes damage: +10% acid / +10% nature / +10% mind
Physical save: +10 (+3 eff.)
Spell save: +10 (+5 eff.)
Mindpower: +10 (+3 eff.)
Mental crit. chance: +5%
This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.
This item has been sent to the Item's Vault.
Spider-Silk Robe of Spydrë (10 def, 15 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +15
Armour Hardiness: +30%
Defense: +10 (+5 eff.)
Damage when hit (Melee): 20 nature slow / 20 poison
Changes stats: +5 Con / +4 Wil
Changes resistances: +30% nature
Changes damage: +10% acid / +10% nature / +10% mind
Physical save: +10 (+3 eff.)
Spell save: +10 (+5 eff.)
Mindpower: +10 (+3 eff.)
Mental crit. chance: +5%
This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.
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 (+5 eff.)
Damage when hit (Melee): 15 arcane
Changes stats: +4 Mag / +4 Wil / +4 Cun
Changes resistances: +10% fire / +10% cold
Changes damage: +12% all
Spell save: +18 (+7 eff.)
Mental save: +15 (+6 eff.)
Blindness immunity: +40%
Mana each turn: +1.00
Spellpower: +15 (+7 eff.)
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 (+5 eff.)
Damage when hit (Melee): 15 arcane
Changes stats: +4 Mag / +4 Wil / +4 Cun
Changes resistances: +10% fire / +10% cold
Changes damage: +12% all
Spell save: +18 (+7 eff.)
Mental save: +15 (+6 eff.)
Blindness immunity: +40%
Mana each turn: +1.00
Spellpower: +15 (+7 eff.)
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.
Newly picked up
Vox
Requires:
- Level 35
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 5
When wielded/worn:
Silence immunity: +100%
Maximum mana: +50.00
Maximum vim: +50.00
Spellpower: +9 (+4 eff.)
Spell crit. chance: +4%
See invisible: +20
Casting speed: +15%
No force can hope to silence the wearer of this amulet.
This item has been sent to the Item's Vault.
VoxVox
Requires:
- Level 35
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 5
When wielded/worn:
Silence immunity: +100%
Maximum mana: +50.00
Maximum vim: +50.00
Spellpower: +9 (+4 eff.)
Spell crit. chance: +4%
See invisible: +20
Casting speed: +15%
No force can hope to silence the wearer of this amulet.
This item has been sent to the Item's Vault.
Crystalline Drakeskin leather armour (11.9 def, 18.7 armour)
Requires:
- Strength 20
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 5
It is part of a set of items.
When wielded/worn:
Armour: +19
Defense: +12 (+4 eff.)
Fatigue: +8%
Changes stats: +8 Mag / +8 Con / +12 Lck
Changes resistances: +35% arcane / +15% physical
Physical save: +25 (+6 eff.)
Spell save: +35 (+14 eff.)
Poison immunity: +60%
Disease immunity: +60%
A suit of armour made of leather.
This item has been sent to the Item's Vault.
Crystalline Drakeskin leather armour (11.9 def, 18.7 armour)Requires:
- Strength 20
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 5
It is part of a set of items.
When wielded/worn:
Armour: +19
Defense: +12 (+4 eff.)
Fatigue: +8%
Changes stats: +8 Mag / +8 Con / +12 Lck
Changes resistances: +35% arcane / +15% physical
Physical save: +25 (+6 eff.)
Spell save: +35 (+14 eff.)
Poison immunity: +60%
Disease immunity: +60%
A suit of armour made of leather.
This item has been sent to the Item's Vault.
Tome of Wildfire
Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / tome
It can be used to learn the ancient secrets.
This huge book is covered in searing flames. Yet they do not harm you.
This item has been sent to the Item's Vault.
Tome of WildfireRequires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / tome
It can be used to learn the ancient secrets.
This huge book is covered in searing flames. Yet they do not harm you.
This item has been sent to the Item's Vault.
Scorched Boots (4 def, 4 armour)
Requires:
- Talent Armour Training
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +4
Defense: +4 (+1 eff.)
Fatigue: +8%
Changes damage: +15% blight / +15% fire / +15% darkness
Spellpower: +13 (+3 eff.)
Spell crit. chance: +6%
It can be used to activate talent Poison Storm (costing 30 power out of 40/40) :
Effective talent level: 3.0
Power cost: 30 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 6.69 blight damage and is poisoned for 26.76 blight damage over 4 turns.
At talent level 2 you have a chance to inflict Insidious Blight, reducing healing factor by 18%.
At talent level 4 you have a chance to inflict Numbing Blight, reducing damage dealt by 11%.
At talent level 6 you have a chance to inflict Crippling Blight, giving a 9% chance for talent failure.
The chance is evenly split between possible effects.
The damage and secondary effects will increase with your Spellpower.
The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots.
This item has been sent to the Item's Vault.
Scorched Boots (4 def, 4 armour)Requires:
- Talent Armour Training
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +4
Defense: +4 (+1 eff.)
Fatigue: +8%
Changes damage: +15% blight / +15% fire / +15% darkness
Spellpower: +13 (+3 eff.)
Spell crit. chance: +6%
It can be used to activate talent Poison Storm (costing 30 power out of 40/40) :
Effective talent level: 3.0
Power cost: 30 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 6.69 blight damage and is poisoned for 26.76 blight damage over 4 turns.
At talent level 2 you have a chance to inflict Insidious Blight, reducing healing factor by 18%.
At talent level 4 you have a chance to inflict Numbing Blight, reducing damage dealt by 11%.
At talent level 6 you have a chance to inflict Crippling Blight, giving a 9% chance for talent failure.
The chance is evenly split between possible effects.
The damage and secondary effects will increase with your Spellpower.
The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots.
This item has been sent to the Item's Vault.
The Black Core
Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes resistances: +15% darkness
Talent mastery: +0.20 Corruption / Black-magic
Blindness immunity: +100%
Only die when reaching: -100.00 life
Spellpower: +0 (+0 eff.)
Infravision radius: +6
Shadow Power: +5
Grants spellpower equal to your Shadow Power.
"Lock your soul away, and death will never reach you."
This item has been sent to the Item's Vault.
The Black CoreRequires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes resistances: +15% darkness
Talent mastery: +0.20 Corruption / Black-magic
Blindness immunity: +100%
Only die when reaching: -100.00 life
Spellpower: +0 (+0 eff.)
Infravision radius: +6
Shadow Power: +5
Grants spellpower equal to your Shadow Power.
"Lock your soul away, and death will never reach you."
This item has been sent to the Item's Vault.
Chromatic Harness (10 def, 14 armour)
Requires:
- Talent Armour Training
Infused by nature
14.00 Encumbrance.
[Unique]
Type: armor / heavy ; tier 5
When wielded/worn:
Armour: +14
Defense: +10 (+3 eff.)
Fatigue: +16%
Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck
Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid
Grants telepathy: Dragon
Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns)
Blindness immunity: +50%
Stun/Freeze immunity: +25%
Knockback immunity: +50%
This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner.
This item has been sent to the Item's Vault.
Chromatic Harness (10 def, 14 armour)Requires:
- Talent Armour Training
Infused by nature
14.00 Encumbrance.
[Unique]
Type: armor / heavy ; tier 5
When wielded/worn:
Armour: +14
Defense: +10 (+3 eff.)
Fatigue: +16%
Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck
Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid
Grants telepathy: Dragon
Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns)
Blindness immunity: +50%
Stun/Freeze immunity: +25%
Knockback immunity: +50%
This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner.
This item has been sent to the Item's Vault.
Icy Kill (35-45.5 power, 10 apr)
Requires:
- Dexterity 42
Infused by nature
Infused by psionic forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 4
Base power: 35.0 - 45.5
Uses stats: 45% Str, 45% Dex
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +10
Physical crit. chance: +15.0%
Attack speed: 100%
On weapon crit:
* freezes the target
On weapon kill:
* explodes a frozen creature (damage scales with willpower)
Damage (Melee): +30 cold
When wielded/worn:
Changes stats: +6 Cun / +6 Wil
Changes damage: +25% cold
Hate per kill: +4.00
Ice block penetration: +50%
As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer.
One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away.
Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted.
This item has been sent to the Item's Vault.
Icy Kill (35-45.5 power, 10 apr)Requires:
- Dexterity 42
Infused by nature
Infused by psionic forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 4
Base power: 35.0 - 45.5
Uses stats: 45% Str, 45% Dex
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +10
Physical crit. chance: +15.0%
Attack speed: 100%
On weapon crit:
* freezes the target
On weapon kill:
* explodes a frozen creature (damage scales with willpower)
Damage (Melee): +30 cold
When wielded/worn:
Changes stats: +6 Cun / +6 Wil
Changes damage: +25% cold
Hate per kill: +4.00
Ice block penetration: +50%
As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer.
One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away.
Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted.
This item has been sent to the Item's Vault.
Summertide (17 def, 15 armour, 260 block)
Requires:
- Willpower 28
- Strength 20
- Talent Armour Training (level 2)
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
When wielded/worn:
Armour: +15
Defense: +17 (+6 eff.)
Ranged Defense: +17 (+6 eff.)
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 (+6 eff.)
Blindness immunity: +100%
Confusion immunity: +25%
Maximum psi: +20.00
Mindpower: +8 (+2 eff.)
Light radius: +3
It can be used to send out a range 7 beam, lighting its path and dealing 69.58 to 86.97 light damage (based on Willpower and Cunning), costing 12 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, 260 block)Requires:
- Willpower 28
- Strength 20
- Talent Armour Training (level 2)
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
When wielded/worn:
Armour: +15
Defense: +17 (+6 eff.)
Ranged Defense: +17 (+6 eff.)
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 (+6 eff.)
Blindness immunity: +100%
Confusion immunity: +25%
Maximum psi: +20.00
Mindpower: +8 (+2 eff.)
Light radius: +3
It can be used to send out a range 7 beam, lighting its path and dealing 69.58 to 86.97 light damage (based on Willpower and Cunning), costing 12 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.
Cinderfeet (3 def, 5 armour)
Requires:
- Dexterity 10
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 4
When wielded/worn:
Armour: +5
Defense: +3 (+1 eff.)
Fatigue: +6%
Changes stats: +4 Cun / +4 Mag
Changes resistances: +20% cold
Changes damage: +18% fire
Light radius: +2
Each step you take leaves a burning trail behind you lasting 5 turns that deals 13 fire damage (based on Spellpower) to others who enter it.
A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate.
This item has been sent to the Item's Vault.
Cinderfeet (3 def, 5 armour)Requires:
- Dexterity 10
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 4
When wielded/worn:
Armour: +5
Defense: +3 (+1 eff.)
Fatigue: +6%
Changes stats: +4 Cun / +4 Mag
Changes resistances: +20% cold
Changes damage: +18% fire
Light radius: +2
Each step you take leaves a burning trail behind you lasting 5 turns that deals 13 fire damage (based on Spellpower) to others who enter it.
A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate.
This item has been sent to the Item's Vault.
Newly picked up
The Black Boots (2 def, 1 armour)
Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 2
When wielded/worn:
Armour: +1
Defense: +2 (+1 eff.)
Fatigue: +2%
Changes stats: +4 Cun
Stealth bonus: +10
Shadow Power: +5
Grants 2.5% movement speed for each point of Shadow Power.
"It's a treacherous road to the top of the world."
This item has been sent to the Item's Vault.
The Black Boots (2 def, 1 armour)The Black Boots (2 def, 1 armour)
Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 2
When wielded/worn:
Armour: +1
Defense: +2 (+1 eff.)
Fatigue: +2%
Changes stats: +4 Cun
Stealth bonus: +10
Shadow Power: +5
Grants 2.5% movement speed for each point of Shadow Power.
"It's a treacherous road to the top of the world."
This item has been sent to the Item's Vault.
The Black Crown (0 def, 15 armour)
Requires:
- Talent Armour Training
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 4
When wielded/worn:
Armour: +15
Fatigue: +5%
Changes stats: +10 Wil / +10 Con
Changes resistances: +20% darkness / +20% blight
Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds
Shadow Power: +5
Increases all saves by your Shadow Power.
"For the demon who has everything."
This item has been sent to the Item's Vault.
The Black Crown (0 def, 15 armour)Requires:
- Talent Armour Training
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 4
When wielded/worn:
Armour: +15
Fatigue: +5%
Changes stats: +10 Wil / +10 Con
Changes resistances: +20% darkness / +20% blight
Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds
Shadow Power: +5
Increases all saves by your Shadow Power.
"For the demon who has everything."
This item has been sent to the Item's Vault.
Dethblyd (70-112 power, 18 apr)
Requires:
- Strength 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 70.0 - 112.0
Uses stats: 10% Mag, 130% Str
Damage type: Physical
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +18
Physical crit. chance: +20.0%
Attack speed: 100%
On weapon hit:
* Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking.
Lifesteal (this weapon only): +5%
When wielded/worn:
Changes stats: +10 Str / +8 Mag / +5 Con
Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath
Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn)
Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword.
This item has been sent to the Item's Vault.
Dethblyd (70-112 power, 18 apr)Requires:
- Strength 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 70.0 - 112.0
Uses stats: 10% Mag, 130% Str
Damage type: Physical
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +18
Physical crit. chance: +20.0%
Attack speed: 100%
On weapon hit:
* Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking.
Lifesteal (this weapon only): +5%
When wielded/worn:
Changes stats: +10 Str / +8 Mag / +5 Con
Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath
Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn)
Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword.
This item has been sent to the Item's Vault.
Pendant of the Sun and Moons
Requires:
- Level 25
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 4
When wielded/worn:
Changes resistances: +10% light / +10% darkness
Changes resistances cap: +5% light / +5% darkness
Changes resistances penetration: +15% light / +15% darkness
Changes damage: +8% light / +8% darkness
Spellpower: +8 (+2 eff.)
Spell crit. chance: +5%
All your damage is converted and split into light and darkness.
Activating this item is instant.
It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) :
Effective talent level: 3.0
Power cost: 30 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns.
This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders.
This item has been sent to the Item's Vault.
Pendant of the Sun and MoonsRequires:
- Level 25
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 4
When wielded/worn:
Changes resistances: +10% light / +10% darkness
Changes resistances cap: +5% light / +5% darkness
Changes resistances penetration: +15% light / +15% darkness
Changes damage: +8% light / +8% darkness
Spellpower: +8 (+2 eff.)
Spell crit. chance: +5%
All your damage is converted and split into light and darkness.
Activating this item is instant.
It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) :
Effective talent level: 3.0
Power cost: 30 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns.
This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders.
This item has been sent to the Item's Vault.
Glory of the Pride
Requires:
- Level 35
Crafted by a master
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Accuracy: +10 (+5 eff.)
Physical power: +10 (+4 eff.)
Armour: +10
Armour Hardiness: +20%
Defense: +5 (+1 eff.)
Fatigue: -15%
Changes damage: +8% physical
Talent cooldown: Rush (-6 turns)
Physical save: +45 (+13 eff.)
Confusion immunity: +50%
Maximum mana: -40.00
Maximum stamina: +40.00
The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue.
This item has been sent to the Item's Vault.
Glory of the PrideRequires:
- Level 35
Crafted by a master
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Accuracy: +10 (+5 eff.)
Physical power: +10 (+4 eff.)
Armour: +10
Armour Hardiness: +20%
Defense: +5 (+1 eff.)
Fatigue: -15%
Changes damage: +8% physical
Talent cooldown: Rush (-6 turns)
Physical save: +45 (+13 eff.)
Confusion immunity: +50%
Maximum mana: -40.00
Maximum stamina: +40.00
The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue.
This item has been sent to the Item's Vault.
Molten Skin (15 def, 12 armour)
Requires:
- Level 35
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 5
When wielded/worn:
Physical crit. chance: +8.0%
Armour: +12
Defense: +15 (+5 eff.)
Damage (Melee): 15 light / 30 fire
Damage (Ranged): 15 light / 30 fire
Damage when hit (Melee): 30 fire
Changes stats: +6 Cun / +6 Mag
Changes resistances: +20% fire / +12% light / -5% cold
Changes resistances penetration: +10% light / +15% fire
Changes damage: +20% fire / +5% light / +10% all
Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire
Critical mult.: +20.00%
Spellpower: +15 (+3 eff.)
Spell crit. chance: +10%
It can be used to activate talent Blastwave (costing 12 power out of 16/16) :
Effective talent level: 4.0
Power cost: 12 out of 16/16.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 165.47 fire damage over 3 turns.
The damage will increase with your Spellpower.
This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm.
This item has been sent to the Item's Vault.
Molten Skin (15 def, 12 armour)Requires:
- Level 35
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 5
When wielded/worn:
Physical crit. chance: +8.0%
Armour: +12
Defense: +15 (+5 eff.)
Damage (Melee): 15 light / 30 fire
Damage (Ranged): 15 light / 30 fire
Damage when hit (Melee): 30 fire
Changes stats: +6 Cun / +6 Mag
Changes resistances: +20% fire / +12% light / -5% cold
Changes resistances penetration: +10% light / +15% fire
Changes damage: +20% fire / +5% light / +10% all
Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire
Critical mult.: +20.00%
Spellpower: +15 (+3 eff.)
Spell crit. chance: +10%
It can be used to activate talent Blastwave (costing 12 power out of 16/16) :
Effective talent level: 4.0
Power cost: 12 out of 16/16.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 165.47 fire damage over 3 turns.
The damage will increase with your Spellpower.
This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm.
This item has been sent to the Item's Vault.
Radiance (15 def, 0 armour)
Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 5
When wielded/worn:
Defense: +15 (+5 eff.)
Damage when hit (Melee): 30 blinding light
Changes stats: +10 Dex / +6 Cun / +8 Mag
Changes resistances: +20% light / +20% darkness
Changes resistances cap: +10% light
Changes damage: +15% light
Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light
Spellpower: +8 (+1 eff.)
It can be used to activate talent Barrier (costing 40 power out of 40/40) :
Effective talent level: 2.4
Power cost: 40 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A protective shield forms around you that lasts for up to 10 turns and negates 271 damage.
The total damage the barrier can absorb will increase with your Spellpower.
This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light.
This item has been sent to the Item's Vault.
Radiance (15 def, 0 armour)Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 5
When wielded/worn:
Defense: +15 (+5 eff.)
Damage when hit (Melee): 30 blinding light
Changes stats: +10 Dex / +6 Cun / +8 Mag
Changes resistances: +20% light / +20% darkness
Changes resistances cap: +10% light
Changes damage: +15% light
Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light
Spellpower: +8 (+1 eff.)
It can be used to activate talent Barrier (costing 40 power out of 40/40) :
Effective talent level: 2.4
Power cost: 40 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A protective shield forms around you that lasts for up to 10 turns and negates 271 damage.
The total damage the barrier can absorb will increase with your Spellpower.
This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light.
This item has been sent to the Item's Vault.
Blackwasp (5 def, 23 armour)
Requires:
- Strength 20
Infused by nature
Crafted by a master
Infused by psionic forces
9.00 Encumbrance.
[Random Unique]
Type: armor / light ; tier 5
When wielded/worn:
Armour: +23
Defense: +5 (+2 eff.)
Fatigue: +8%
Damage (Melee): 9 fire
Damage (Ranged): 9 fire
Damage when hit (Melee): 8 fire
Changes stats: +9 Cun / +9 Wil
Changes resistances: +30% fire / +6% darkness / +40% physical
Changes damage: +9% blight
Physical save: +25 (+7 eff.)
Spell save: +12 (+3 eff.)
Mental save: +25 (+7 eff.)
Spellpower on spell critical (stacks up to 3 times): +8
Maximum vim: +20.00
A suit of armour made of leather.
This item has been sent to the Item's Vault.
Blackwasp (5 def, 23 armour)Requires:
- Strength 20
Infused by nature
Crafted by a master
Infused by psionic forces
9.00 Encumbrance.
[Random Unique]
Type: armor / light ; tier 5
When wielded/worn:
Armour: +23
Defense: +5 (+2 eff.)
Fatigue: +8%
Damage (Melee): 9 fire
Damage (Ranged): 9 fire
Damage when hit (Melee): 8 fire
Changes stats: +9 Cun / +9 Wil
Changes resistances: +30% fire / +6% darkness / +40% physical
Changes damage: +9% blight
Physical save: +25 (+7 eff.)
Spell save: +12 (+3 eff.)
Mental save: +25 (+7 eff.)
Spellpower on spell critical (stacks up to 3 times): +8
Maximum vim: +20.00
A suit of armour made of leather.
This item has been sent to the Item's Vault.