The Guardian's Totem
Requires:
- Level 35
Infused by nature
Infused by arcane disrupting forces
2.00 Encumbrance.
[Unique]
Type: charm / totem ; tier 5
When wielded/worn:
Damage when hit (Melee): 18 nature slow
Changes stats: +10 Wil
Changes resistances: +20% blight / +20% arcane
Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic
Spell save: +20 (+5 eff.)
Mindpower: +8 (+2 eff.)
It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 28 power out of 35/35.
This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it.
This item has been sent to the Item's Vault.
The Guardian's TotemRequires:
- Level 35
Infused by nature
Infused by arcane disrupting forces
2.00 Encumbrance.
[Unique]
Type: charm / totem ; tier 5
When wielded/worn:
Damage when hit (Melee): 18 nature slow
Changes stats: +10 Wil
Changes resistances: +20% blight / +20% arcane
Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic
Spell save: +20 (+5 eff.)
Mindpower: +8 (+2 eff.)
It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 28 power out of 35/35.
This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it.
This item has been sent to the Item's Vault.
Newly picked up
Sawrd (30-48 power, 19 apr)
Requires:
- Strength 35
Powered by steamtech
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 30.0 - 48.0
Uses stat: 120% Str
Damage type: Physical bleed
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +19
Crit. chance: +10.0%
Attack speed: 100%
Multiple attacks: +3
Multiple attacks procs power reduction: -67%
When wielded/worn:
Changes stats: +7 Str / +7 Dex / +7 Cun
Talent mastery: +0.20 Technique / Two-handed assault
A brutal weapon of countless blades.
This item has been sent to the Item's Vault.
Sawrd (30-48 power, 19 apr)Sawrd (30-48 power, 19 apr)
Requires:
- Strength 35
Powered by steamtech
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 30.0 - 48.0
Uses stat: 120% Str
Damage type: Physical bleed
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +19
Crit. chance: +10.0%
Attack speed: 100%
Multiple attacks: +3
Multiple attacks procs power reduction: -67%
When wielded/worn:
Changes stats: +7 Str / +7 Dex / +7 Cun
Talent mastery: +0.20 Technique / Two-handed assault
A brutal weapon of countless blades.
This item has been sent to the Item's Vault.
Galen's Will (40-60 power, 45 apr)
Requires:
- Magic 30
- Talent Steam Pool
Powered by arcane forces
Powered by steamtech
3.00 Encumbrance.
[Unique]
Type: weapon / steamsaw ; tier 4
Base power: 40.0 - 60.0
Uses stat: 100% Mag
Damage type: Occult
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +45
Attack speed: 100%
Block value: +50
Attacks use: 1.0 Steam
When wielded/worn:
Fatigue: +15%
Changes stats: +9 Cun / +9 Mag
Talents granted: +3 Block +4 Electron Incantation
Spell save: +10 (+5 eff.)
Silence immunity: +40%
Casting speed: +10%
Increases the steam your arcane dynamo generate per 10 points of mana by 2.
Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces!
This item has been sent to the Item's Vault.
Galen's Will (40-60 power, 45 apr)Requires:
- Magic 30
- Talent Steam Pool
Powered by arcane forces
Powered by steamtech
3.00 Encumbrance.
[Unique]
Type: weapon / steamsaw ; tier 4
Base power: 40.0 - 60.0
Uses stat: 100% Mag
Damage type: Occult
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +45
Attack speed: 100%
Block value: +50
Attacks use: 1.0 Steam
When wielded/worn:
Fatigue: +15%
Changes stats: +9 Cun / +9 Mag
Talents granted: +3 Block +4 Electron Incantation
Spell save: +10 (+5 eff.)
Silence immunity: +40%
Casting speed: +10%
Increases the steam your arcane dynamo generate per 10 points of mana by 2.
Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces!
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 Cun / +10 Mag
Changes resistances: +30% light / +30% darkness
Changes resistances cap: +10% light
Changes damage: +25% light
Talent category bonus: +0.20 Celestial
Spellpower: +20 (+5 eff.)
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 Cun / +10 Mag
Changes resistances: +30% light / +30% darkness
Changes resistances cap: +10% light
Changes damage: +25% light
Talent category bonus: +0.20 Celestial
Spellpower: +20 (+5 eff.)
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.
Newly picked up
Aetherwalk (6 def, 0 armour)
Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 4
When wielded/worn:
Defense: +6 (+1 eff.)
Fatigue: +1%
Changes stats: +8 Cun / +8 Mag
Changes resistances: +25% arcane
Changes damage: +25% arcane
Spellpower: +15 (+4 eff.)
Defense after a teleport: +20
Resist all after a teleport: +20%
New effects duration reduction after a teleport: +20%
Creates an arcane explosion dealing 98 arcane damage based on magic in a radius of 3 around the user after any teleport.
It can be used to phase door up to range 6, within radius 2 of the target location
Activation costs 18 power out of 24/24.
A wispy purple aura surrounds these translucent black boots.
This item has been sent to the Item's Vault.
Aetherwalk (6 def, 0 armour)Aetherwalk (6 def, 0 armour)
Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 4
When wielded/worn:
Defense: +6 (+1 eff.)
Fatigue: +1%
Changes stats: +8 Cun / +8 Mag
Changes resistances: +25% arcane
Changes damage: +25% arcane
Spellpower: +15 (+4 eff.)
Defense after a teleport: +20
Resist all after a teleport: +20%
New effects duration reduction after a teleport: +20%
Creates an arcane explosion dealing 98 arcane damage based on magic in a radius of 3 around the user after any teleport.
It can be used to phase door up to range 6, within radius 2 of the target location
Activation costs 18 power out of 24/24.
A wispy purple aura surrounds these translucent black boots.
This item has been sent to the Item's Vault.
The Calm (15 def, 0 armour)
Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Defense: +15 (+3 eff.)
Changes stats: +10 Mag / +8 Wil / +6 Cun
Changes resistances: +20% lightning / +13% all
Changes resistances penetration: +15% lightning
Changes damage: +25% lightning
Spellpower: +20 (+5 eff.)
Movement speed: +10%
Slows Projectiles: +15%
Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze.
This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary.
This item has been sent to the Item's Vault.
The Calm (15 def, 0 armour)Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Defense: +15 (+3 eff.)
Changes stats: +10 Mag / +8 Wil / +6 Cun
Changes resistances: +20% lightning / +13% all
Changes resistances penetration: +15% lightning
Changes damage: +25% lightning
Spellpower: +20 (+5 eff.)
Movement speed: +10%
Slows Projectiles: +15%
Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze.
This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary.
This item has been sent to the Item's Vault.
Newly picked up
Temporal Rift (8 def, 4 armour, 325 block)
Requires:
- Shield usage training
- Strength 40
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +4
Defense: +8 (+2 eff.)
Ranged Defense: +10 (+2 eff.)
Fatigue: +0%
Changes resistances: +30% temporal
Reduce damage by fixed amount: +20 all
Talent granted: +1 Block
Spell save: +20 (+0 eff.)
Spellpower: +12 (+3 eff.)
Slows Projectiles: +50%
Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way.
This item has been sent to the Item's Vault.
Temporal Rift (8 def, 4 armour, 325 block)Temporal Rift (8 def, 4 armour, 325 block)
Requires:
- Shield usage training
- Strength 40
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +4
Defense: +8 (+2 eff.)
Ranged Defense: +10 (+2 eff.)
Fatigue: +0%
Changes resistances: +30% temporal
Reduce damage by fixed amount: +20 all
Talent granted: +1 Block
Spell save: +20 (+0 eff.)
Spellpower: +12 (+3 eff.)
Slows Projectiles: +50%
Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way.
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 (+1 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 (+1 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.
Galen's Flowing Robe (0 def, 0 armour)
Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 5
When wielded/worn:
Changes stats: +7 Mag / +7 Wil / +7 Cun
Changes resistances: +15% all
Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical
Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy
Mana each turn: +2.00
Maximum mana: +77.00
Spellpower: +35 (+8 eff.)
Spell crit. chance: +12%
20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe.
The circuit will do one of:
if more than one foe is in melee range: teleport away all foes
if below 50% life: increase all resistances by 20% for 5 turns
if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns
otherwise: reset the cooldown of the spell with the highest remaining cooldown
This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells!
This item has been sent to the Item's Vault.
Galen's Flowing Robe (0 def, 0 armour)Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 5
When wielded/worn:
Changes stats: +7 Mag / +7 Wil / +7 Cun
Changes resistances: +15% all
Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical
Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy
Mana each turn: +2.00
Maximum mana: +77.00
Spellpower: +35 (+8 eff.)
Spell crit. chance: +12%
20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe.
The circuit will do one of:
if more than one foe is in melee range: teleport away all foes
if below 50% life: increase all resistances by 20% for 5 turns
if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns
otherwise: reset the cooldown of the spell with the highest remaining cooldown
This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells!
This item has been sent to the Item's Vault.
Newly picked up
Rune of Reflection (--)
Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Activate the rune to create a protective shield absorbing and reflecting at most 350 damage for 5 turns.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the rune.
You can see your own image mirrored in the surface of this silvery rune.
This item has been sent to the Item's Vault.
Rune of Reflection (--)Rune of Reflection (--)
Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Activate the rune to create a protective shield absorbing and reflecting at most 350 damage for 5 turns.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the rune.
You can see your own image mirrored in the surface of this silvery rune.
This item has been sent to the Item's Vault.
Spellblade (50-70 power, 0 apr)
Requires:
- Magic 28
- Strength 28
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Base power: 50.0 - 70.0
Uses stats: 20% Mag, 90% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +4 Str / +8 Mag
Changes damage: +30% lightning / +30% fire / +30% arcane
Spellpower: +25 (+13 eff.)
Spell crit. chance: +9%
Light radius: +1
Talent on hit(spell): Lightning (12% chance level 5).
Talent on hit(spell): Flame (12% chance level 5).
Talent on hit(spell): Manathrust (12% chance level 5).
Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff.
This item has been sent to the Item's Vault.
Spellblade (50-70 power, 0 apr)Requires:
- Magic 28
- Strength 28
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Base power: 50.0 - 70.0
Uses stats: 20% Mag, 90% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +4 Str / +8 Mag
Changes damage: +30% lightning / +30% fire / +30% arcane
Spellpower: +25 (+13 eff.)
Spell crit. chance: +9%
Light radius: +1
Talent on hit(spell): Lightning (12% chance level 5).
Talent on hit(spell): Flame (12% chance level 5).
Talent on hit(spell): Manathrust (12% chance level 5).
Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff.
This item has been sent to the Item's Vault.
Threads of Fate (10 def, 0 armour)
Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 5
When wielded/worn:
Defense: +10 (+3 eff.)
Changes stats: +6 Mag / +6 Wil / +10 Lck
Changes resistances: +20% temporal
Changes resistances cap: +10% temporal
Changes damage: +10% temporal
Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination
Physical save: +20 (+5 eff.)
Spell save: +20 (+10 eff.)
Mental save: +20 (+5 eff.)
Confusion immunity: +40%
Spellpower: +8 (+4 eff.)
It can be used to activate talent See the Threads (costing 35 power out of 50/50) :
Effective talent level: 1.0
Power cost: 35 out of 50/50.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present.
If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end.
This spell may only be used once per zone level.
Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light.
This item has been sent to the Item's Vault.
Threads of Fate (10 def, 0 armour)Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 5
When wielded/worn:
Defense: +10 (+3 eff.)
Changes stats: +6 Mag / +6 Wil / +10 Lck
Changes resistances: +20% temporal
Changes resistances cap: +10% temporal
Changes damage: +10% temporal
Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination
Physical save: +20 (+5 eff.)
Spell save: +20 (+10 eff.)
Mental save: +20 (+5 eff.)
Confusion immunity: +40%
Spellpower: +8 (+4 eff.)
It can be used to activate talent See the Threads (costing 35 power out of 50/50) :
Effective talent level: 1.0
Power cost: 35 out of 50/50.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present.
If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end.
This spell may only be used once per zone level.
Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light.
This item has been sent to the Item's Vault.
Blood-Edge (46-64 power, 7 apr)
Requires:
- Magic 20
- Strength 32
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Base power: 46.0 - 64.4
Uses stats: 10% Mag, 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +7
Crit. chance: +6.0%
Attack speed: 100%
On weapon hit:
* 15% chance to animate a bleeding foe's blood
Lifesteal (this weapon only): +5%
Damage conversion: 50% blight
When wielded/worn:
Changes damage: +15% blight / +15% physical
Grants telepathy: Undead/Blood
Maximum vim: +25.00
Spellpower: +21 (+11 eff.)
Spell crit. chance: +8%
It can be used to activate talent Bleeding Edge (costing 16 power out of 20/20) :
Effective talent level: 5.2
Power cost: 16 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Lashes at the target, doing 171% weapon damage.
If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%.
This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one.
Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living.
This item has been sent to the Item's Vault.
Blood-Edge (46-64 power, 7 apr)Requires:
- Magic 20
- Strength 32
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Base power: 46.0 - 64.4
Uses stats: 10% Mag, 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +7
Crit. chance: +6.0%
Attack speed: 100%
On weapon hit:
* 15% chance to animate a bleeding foe's blood
Lifesteal (this weapon only): +5%
Damage conversion: 50% blight
When wielded/worn:
Changes damage: +15% blight / +15% physical
Grants telepathy: Undead/Blood
Maximum vim: +25.00
Spellpower: +21 (+11 eff.)
Spell crit. chance: +8%
It can be used to activate talent Bleeding Edge (costing 16 power out of 20/20) :
Effective talent level: 5.2
Power cost: 16 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Lashes at the target, doing 171% weapon damage.
If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%.
This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one.
Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living.
This item has been sent to the Item's Vault.
Life Drinker (42-55 power, 11 apr)
Requires:
- Magic 44
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 5
Base power: 42.0 - 54.6
Uses stats: 55% Mag, 35% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +11
Crit. chance: +18.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes damage: +15% blight / +15% darkness / +15% acid
Spellpower: +12 (+6 eff.)
Spell crit. chance: +10%
Infravision radius: +2
Talent on hit(spell): Blood Grasp (15% chance level 2).
It can be used to activate talent Worm Rot (costing 31 power out of 50/50) :
Effective talent level: 3.5
Power cost: 31 out of 50/50.
Range: 6
Travel Speed: instantaneous
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 11.57 acid and 9.80 blight damage.
If not cleared after five turns it will inflict 55.67 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Even if this disease is removed early, there is still a 69% chance for the larvae to hatch.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower.
Black blood for foul deeds. This dagger serves evil.
This item has been sent to the Item's Vault.
Life Drinker (42-55 power, 11 apr)Requires:
- Magic 44
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 5
Base power: 42.0 - 54.6
Uses stats: 55% Mag, 35% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +11
Crit. chance: +18.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes damage: +15% blight / +15% darkness / +15% acid
Spellpower: +12 (+6 eff.)
Spell crit. chance: +10%
Infravision radius: +2
Talent on hit(spell): Blood Grasp (15% chance level 2).
It can be used to activate talent Worm Rot (costing 31 power out of 50/50) :
Effective talent level: 3.5
Power cost: 31 out of 50/50.
Range: 6
Travel Speed: instantaneous
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 11.57 acid and 9.80 blight damage.
If not cleared after five turns it will inflict 55.67 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Even if this disease is removed early, there is still a 69% chance for the larvae to hatch.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower.
Black blood for foul deeds. This dagger serves evil.
This item has been sent to the Item's Vault.
Dakhtun's Gauntlets (0 def, 6 armour)
Requires:
- Heavy armour training
Powered by arcane forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 5
When wielded/worn:
Physical crit. chance: +10.0%
Armour: +6
Changes stats: +6 Str / +6 Mag
Changes damage: +10% physical
Critical mult.: +50.00%
Spell crit. chance: +10%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might.
This item has been sent to the Item's Vault.
Dakhtun's Gauntlets (0 def, 6 armour)Requires:
- Heavy armour training
Powered by arcane forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 5
When wielded/worn:
Physical crit. chance: +10.0%
Armour: +6
Changes stats: +6 Str / +6 Mag
Changes damage: +10% physical
Critical mult.: +50.00%
Spell crit. chance: +10%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might.
This item has been sent to the Item's Vault.
Staff of Bones (20-24 power, 4 apr, darkness element)
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: 150% Mag
Damage type: Darkness
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight
Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones
Talent granted: +1 Command Staff
Spellpower: +20 (+5 eff.)
Spell crit. chance: +15%
It seems willing and able to talk to you (use Command Staff).
A staff made out of the bones of fallen foes. Disgustingly powerful.
This item has been sent to the Item's Vault.
Staff of Bones (20-24 power, 4 apr, darkness element)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: 150% Mag
Damage type: Darkness
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight
Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones
Talent granted: +1 Command Staff
Spellpower: +20 (+5 eff.)
Spell crit. chance: +15%
It seems willing and able to talk to you (use Command Staff).
A staff made out of the bones of fallen foes. Disgustingly powerful.
This item has been sent to the Item's Vault.