This item will automatically be transmogrified when you leave the level.
hardened leather gloves 'Hurain' (4 def, 2 armour)
Requires:
- Level 15
Infused by nature
Crafted by a master
1.00 Encumbrance.
Type: armor / hands ; tier 3
When wielded/worn:
Accuracy: +7
Armour penetration: +7
Physical power: +8
Armour: +2
Defense: +4
Changes stats: +4 Str / +3 Dex / +2 Cun
Damage when the wearer hits(melee): 9 cold
Changes resistances: +7% cold
Changes damage: +7% cold
Pinning immunity: +5%
When used to modify unarmed attacks:
Base power: 22.0 - 24.2
Uses stats: 40% Str, 40% Cun, 40% Dex
Damage type: Physical
Accuracy: +8
Armour Penetration: +9
Physical crit. chance: +3.0%
When this weapon hits: Ice Breath (10% chance level 3).
When this weapon hits: Perfect Strike (15% chance level 3).
Burst (radius 2) on crit: +6 cold
Damage conversion: 31% cold
It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: A steady shot, doing 195% damage.
Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.
This item has been sent to the Item's Vault.
hardened leather gloves 'Hurain' (4 def, 2 armour)hardened leather gloves 'Hurain' (4 def, 2 armour)
Requires:
- Level 15
Infused by nature
Crafted by a master
1.00 Encumbrance.
Type: armor / hands ; tier 3
When wielded/worn:
Accuracy: +7
Armour penetration: +7
Physical power: +8
Armour: +2
Defense: +4
Changes stats: +4 Str / +3 Dex / +2 Cun
Damage when the wearer hits(melee): 9 cold
Changes resistances: +7% cold
Changes damage: +7% cold
Pinning immunity: +5%
When used to modify unarmed attacks:
Base power: 22.0 - 24.2
Uses stats: 40% Str, 40% Cun, 40% Dex
Damage type: Physical
Accuracy: +8
Armour Penetration: +9
Physical crit. chance: +3.0%
When this weapon hits: Ice Breath (10% chance level 3).
When this weapon hits: Perfect Strike (15% chance level 3).
Burst (radius 2) on crit: +6 cold
Damage conversion: 31% cold
It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: A steady shot, doing 195% damage.
Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.
This item has been sent to the Item's Vault.
voratun greatsword 'Arynn' (75.5-120.8 power, 4 apr)
Requires:
- Strength 48
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
1.20 Ego Multiplier.
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 75.5 - 120.8
Uses stat: 120% Str
Damage type: Physical
Armour Penetration: +4
Physical crit. chance: +5.0%
Attack speed: 100%
Damage when this weapon hits: +20 darkness
Damage against: +17% Humanoid
When wielded/worn:
Changes stats: +5 Cun / +5 Wil
Critical mult.: +5.00%
Life regen: +0.60
Mindpower: +16
Massive two-handed swords.
This item has been sent to the Item's Vault.
voratun greatsword 'Arynn' (75.5-120.8 power, 4 apr)Requires:
- Strength 48
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
1.20 Ego Multiplier.
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 75.5 - 120.8
Uses stat: 120% Str
Damage type: Physical
Armour Penetration: +4
Physical crit. chance: +5.0%
Attack speed: 100%
Damage when this weapon hits: +20 darkness
Damage against: +17% Humanoid
When wielded/worn:
Changes stats: +5 Cun / +5 Wil
Critical mult.: +5.00%
Life regen: +0.60
Mindpower: +16
Massive two-handed swords.
This item has been sent to the Item's Vault.
Crown of Eternal Night (0 def, 3 armour)
Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: armor / head ; tier 3
It is part of a set of items.
When wielded/worn:
Armour: +3
Fatigue: +3%
This crown looks useless, yet you can feel it woven with fell magics of undeath. Maybe it has a use.
This item has been sent to the Item's Vault.
Crown of Eternal Night (0 def, 3 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: armor / head ; tier 3
It is part of a set of items.
When wielded/worn:
Armour: +3
Fatigue: +3%
This crown looks useless, yet you can feel it woven with fell magics of undeath. Maybe it has a use.
This item has been sent to the Item's Vault.
Bindings of Eternal Night (0 def, 7 armour)
Requires:
- Level 15
Powered by arcane forces
6.00 Encumbrance.
Type: armor / mummy ; tier 3
It is part of a set of items.
When wielded/worn:
Armour: +7
Changes stats: +5 Mag / +5 Wil
Damage when the wearer is hit: 10 blight
Changes resistances: -20% fire / +30% blight / +30% darkness / -20% light
Poison immunity: +100%
Disease immunity: +100%
Life regen: +0.30
Light radius: -1
The wearer is treated as an undead.
Woven through with fel magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death.
This item has been sent to the Item's Vault.
Bindings of Eternal Night (0 def, 7 armour)Requires:
- Level 15
Powered by arcane forces
6.00 Encumbrance.
Type: armor / mummy ; tier 3
It is part of a set of items.
When wielded/worn:
Armour: +7
Changes stats: +5 Mag / +5 Wil
Damage when the wearer is hit: 10 blight
Changes resistances: -20% fire / +30% blight / +30% darkness / -20% light
Poison immunity: +100%
Disease immunity: +100%
Life regen: +0.30
Light radius: -1
The wearer is treated as an undead.
Woven through with fel magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death.
This item has been sent to the Item's Vault.
Emelerenne
Requires:
- Level 15
Powered by arcane forces
1.00 Encumbrance.
Type: armor / belt ; tier 3
When wielded/worn:
Changes stats: +9 Str
See invisible: +15
A belt that goes around your waist.
This item has been sent to the Item's Vault.
EmelerenneRequires:
- Level 15
Powered by arcane forces
1.00 Encumbrance.
Type: armor / belt ; tier 3
When wielded/worn:
Changes stats: +9 Str
See invisible: +15
A belt that goes around your waist.
This item has been sent to the Item's Vault.
Life Drinker (42-54.6 power, 11 apr)
Requires:
- Magic 44
Powered by arcane forces
1.00 Encumbrance.
0.80 Ego Multiplier.
Type: weapon / dagger ; tier 5
Base power: 42.0 - 54.6
Uses stats: 55% Mag, 35% Str
Damage type: Physical
Armour Penetration: +11
Physical 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: +25
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 40 power out of 50/50) :
Effective talent level: 2.0
Power cost: 40 out of 50/50.
Range: 6.00
Travel Speed: 600% of base
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 2.19 acid and 2.19 blight damage.
If not cleared after five turns it will inflict 69.09 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Black blood for foul deads. This dagger serves evil.
This item has been sent to the Item's Vault.
Life Drinker (42-54.6 power, 11 apr)Requires:
- Magic 44
Powered by arcane forces
1.00 Encumbrance.
0.80 Ego Multiplier.
Type: weapon / dagger ; tier 5
Base power: 42.0 - 54.6
Uses stats: 55% Mag, 35% Str
Damage type: Physical
Armour Penetration: +11
Physical 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: +25
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 40 power out of 50/50) :
Effective talent level: 2.0
Power cost: 40 out of 50/50.
Range: 6.00
Travel Speed: 600% of base
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 2.19 acid and 2.19 blight damage.
If not cleared after five turns it will inflict 69.09 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Black blood for foul deads. This dagger serves evil.
This item has been sent to the Item's Vault.
Black Robe (6 def, 0 armour)
Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
Type: armor / cloth ; tier 5
When wielded/worn:
Physical power: +10
Defense: +6
Changes stats: +5 Mag / +4 Wil / +3 Cun
Spell save: +25
Blindness immunity: +50%
Spellpower: +30
See invisible: +10
Talent on hit(spell): Blood Grasp (5% chance level 3).
Talent on hit(spell): Soul Rot (5% chance level 3).
Talent on hit(spell): Bone Spear (5% chance level 3).
A silk robe, darker than the darkest night sky, it radiates power.
This item has been sent to the Item's Vault.
Black Robe (6 def, 0 armour)Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
Type: armor / cloth ; tier 5
When wielded/worn:
Physical power: +10
Defense: +6
Changes stats: +5 Mag / +4 Wil / +3 Cun
Spell save: +25
Blindness immunity: +50%
Spellpower: +30
See invisible: +10
Talent on hit(spell): Blood Grasp (5% chance level 3).
Talent on hit(spell): Soul Rot (5% chance level 3).
Talent on hit(spell): Bone Spear (5% chance level 3).
A silk robe, darker than the darkest night sky, it radiates power.
This item has been sent to the Item's Vault.
The Cog
Requires:
- Level 15
Powered by unknown forces
0.00 Encumbrance.
[Legendary]
Type: cog / mechanical ; tier 3
When wielded/worn:
Changes stats: +5 Cun / +3 Wil
10% chances when you are hurt to negate the blow entirely.
A tiny set of metal pieces. It seems to move on its own.
This item has been sent to the Item's Vault.
The CogRequires:
- Level 15
Powered by unknown forces
0.00 Encumbrance.
[Legendary]
Type: cog / mechanical ; tier 3
When wielded/worn:
Changes stats: +5 Cun / +3 Wil
10% chances when you are hurt to negate the blow entirely.
A tiny set of metal pieces. It seems to move on its own.
This item has been sent to the Item's Vault.
1000 Strings of Compressed Time
Requires:
- Level 35
Powered by unknown forces
0.00 Encumbrance.
[Legendary]
Type: gem / gift ; tier 5
When carried:
Light radius: +8
It can be used to become a near god for 1000 turns (usable only once!), costing 1 power out of 1/1.
This looks like a time fragment of the timestream, all compressed in a time ball of power!
This item has been sent to the Item's Vault.
1000 Strings of Compressed TimeRequires:
- Level 35
Powered by unknown forces
0.00 Encumbrance.
[Legendary]
Type: gem / gift ; tier 5
When carried:
Light radius: +8
It can be used to become a near god for 1000 turns (usable only once!), costing 1 power out of 1/1.
This looks like a time fragment of the timestream, all compressed in a time ball of power!
This item has been sent to the Item's Vault.
It Which Writhes
Requires:
- Level 15
Powered by unknown forces
0.00 Encumbrance.
[Legendary]
Type: weird / tentacle ; tier 3
When wielded/worn:
Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con
Fully Charged!
Activating this item is instant.
It can be used to reduce the duration of all detrimental effects, costing 10 power out of 10/10.
A tiny tentacle. It is rather cute and squishy.
Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.
This item has been sent to the Item's Vault.
It Which WrithesRequires:
- Level 15
Powered by unknown forces
0.00 Encumbrance.
[Legendary]
Type: weird / tentacle ; tier 3
When wielded/worn:
Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con
Fully Charged!
Activating this item is instant.
It can be used to reduce the duration of all detrimental effects, costing 10 power out of 10/10.
A tiny tentacle. It is rather cute and squishy.
Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.
This item has been sent to the Item's Vault.