Colaryem (48-76.8 power, 12 apr)
Requires:
- Strength 10
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 48.0 - 76.8
Uses stat: 130% Str
Damage type: Physical
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +12
Physical crit. chance: +11.0%
Attack speed: 56%
When wielded/worn:
Fatigue: -12%
Changes stats: +7 Dex
Changes resistances: +7% lightning
Changes damage: +7% lightning
Maximum encumbrance: +50
Movement speed: +10%
Avoid Pressure Traps: The wearer never triggers traps that require pressure.
Attack speed improves with your strength and size category.
This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big.
This item has been sent to the Item's Vault.
Colaryem (48-76.8 power, 12 apr)Requires:
- Strength 10
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 48.0 - 76.8
Uses stat: 130% Str
Damage type: Physical
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +12
Physical crit. chance: +11.0%
Attack speed: 56%
When wielded/worn:
Fatigue: -12%
Changes stats: +7 Dex
Changes resistances: +7% lightning
Changes damage: +7% lightning
Maximum encumbrance: +50
Movement speed: +10%
Avoid Pressure Traps: The wearer never triggers traps that require pressure.
Attack speed improves with your strength and size category.
This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big.
This item has been sent to the Item's Vault.
Crown of Burning Pain (11 def, 0 armour)
Requires:
- Cunning 25
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Armour: +0
Defense: +11 (+5 eff.)
Fatigue: +4%
Changes stats: +5 Cun / +5 Wil
Changes resistances: +30% fire
Changes damage: +30% fire
It can be used to activate talent Meteor Rain (costing 30 power out of 50/50) :
Effective talent level: 2.0
Power cost: 30 out of 50/50.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 75.62 fire and 75.62 physical damage.
The hit zone will also turn into lava for 8 turns.
The effects will increase with your Spellpower.
This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor.
This item has been sent to the Item's Vault.
Crown of Burning Pain (11 def, 0 armour)Requires:
- Cunning 25
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Armour: +0
Defense: +11 (+5 eff.)
Fatigue: +4%
Changes stats: +5 Cun / +5 Wil
Changes resistances: +30% fire
Changes damage: +30% fire
It can be used to activate talent Meteor Rain (costing 30 power out of 50/50) :
Effective talent level: 2.0
Power cost: 30 out of 50/50.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 75.62 fire and 75.62 physical damage.
The hit zone will also turn into lava for 8 turns.
The effects will increase with your Spellpower.
This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor.
This item has been sent to the Item's Vault.
wyrm's pulsing mindstar (12.5-13.75 power, 32 apr, nature damage)
Requires:
- Willpower 35
Infused by nature
3.00 Encumbrance.
Type: weapon / mindstar ; tier 4
It is part of a set of items.
The natural wyrm seeks an element.
Base power: 12.5 - 13.8
Uses stats: 45% Wil, 25% Cun
Damage type: Nature
Mastery: Psiblades
Accuracy is based on willpower for this weapon.
Armour Penetration: +32
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Damage when hit (Melee): 6 lightning / 6 physical / 7 cold / 5 acid / 5 fire
Changes resistances: +6% lightning / +6% physical / +6% fire / +6% cold / +4% acid
Mindpower: +8 (+3 eff.)
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 has been sent to the Item's Vault.
wyrm's pulsing mindstar (12.5-13.75 power, 32 apr, nature damage)Requires:
- Willpower 35
Infused by nature
3.00 Encumbrance.
Type: weapon / mindstar ; tier 4
It is part of a set of items.
The natural wyrm seeks an element.
Base power: 12.5 - 13.8
Uses stats: 45% Wil, 25% Cun
Damage type: Nature
Mastery: Psiblades
Accuracy is based on willpower for this weapon.
Armour Penetration: +32
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Damage when hit (Melee): 6 lightning / 6 physical / 7 cold / 5 acid / 5 fire
Changes resistances: +6% lightning / +6% physical / +6% fire / +6% cold / +4% acid
Mindpower: +8 (+3 eff.)
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 has been sent to the Item's Vault.
dragonbone longbow of nature
Requires:
- Dexterity 48
- Talent Shoot
Infused by nature
4.00 Encumbrance.
Type: weapon / longbow ; tier 5
It must be held with both hands.
Accuracy bonus: +0.2% crit / acc
Attack speed: 125%
Firing range: +10
Damage (Ranged): +24 nature
When wielded/worn:
Changes resistances: +11% all
Changes resistances penetration: +15% nature
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.
dragonbone longbow of natureRequires:
- Dexterity 48
- Talent Shoot
Infused by nature
4.00 Encumbrance.
Type: weapon / longbow ; tier 5
It must be held with both hands.
Accuracy bonus: +0.2% crit / acc
Attack speed: 125%
Firing range: +10
Damage (Ranged): +24 nature
When wielded/worn:
Changes resistances: +11% all
Changes resistances penetration: +15% nature
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.
Astelrid's Clubstaff (45-67.5 power, 4 apr)
Requires:
- Strength 23
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 3
It must be held with both hands.
Base power: 45.0 - 67.5
Uses stats: 40% Mag, 100% Str
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +4
Crit. chance: +8.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +4 Mag
Changes damage: +25% nature
Spellpower: +15 (+7 eff.)
Healing mod.: +25%
Improves the contribution of primary stats on infusions and runes by 15%
Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment.
This item has been sent to the Item's Vault.
Astelrid's Clubstaff (45-67.5 power, 4 apr)Requires:
- Strength 23
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 3
It must be held with both hands.
Base power: 45.0 - 67.5
Uses stats: 40% Mag, 100% Str
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +4
Crit. chance: +8.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +4 Mag
Changes damage: +25% nature
Spellpower: +15 (+7 eff.)
Healing mod.: +25%
Improves the contribution of primary stats on infusions and runes by 15%
Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment.
This item has been sent to the Item's Vault.
Armantir (30-36 power, 6 apr, arcane element)
Requires:
- Magic 48
Powered by arcane forces
Infused by nature
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 5
It must be held with both hands.
Base power: 30.0 - 36.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Armour penetration: +2
Armour: +2
Defense: +13 (+4 eff.)
Effects on melee hit:
* 13% chance to blind
Damage (Melee): 26 fire
Changes damage: +30% arcane
Talent granted: +1 Command Staff
Critical mult.: +47.00%
Physical save: +20 (+6 eff.)
Spellpower: +30 (+10 eff.)
Spell crit. chance: +14%
Light radius: +4
See invisible: +5
It can be used to unleash an elemental blastwave, dealing 38.19 to 45.82 arcane damage in a radius 6 around the user, putting all charms on cooldown for 10 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Armantir (30-36 power, 6 apr, arcane element)Requires:
- Magic 48
Powered by arcane forces
Infused by nature
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 5
It must be held with both hands.
Base power: 30.0 - 36.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Armour penetration: +2
Armour: +2
Defense: +13 (+4 eff.)
Effects on melee hit:
* 13% chance to blind
Damage (Melee): 26 fire
Changes damage: +30% arcane
Talent granted: +1 Command Staff
Critical mult.: +47.00%
Physical save: +20 (+6 eff.)
Spellpower: +30 (+10 eff.)
Spell crit. chance: +14%
Light radius: +4
See invisible: +5
It can be used to unleash an elemental blastwave, dealing 38.19 to 45.82 arcane damage in a radius 6 around the user, putting all charms on cooldown for 10 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.