Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)
2.0
T4 cloth armor
[Unique]
Arcane
Oddly it never produces a hat.
While equipped:
Stats +5 Mag +3 Wil
dps ----------
Spell.pwr +23 (+2 eff.)
Dmg.mod +20% temporal
+20% physical
Res.pen +20% temporal
+20% physical
Melee Ret 20 physical 10 temporal
----- def -----
Armour +3
Defense +9 (+2 eff.)
Resists +10% temporal
+10% physical +13% all
Temporal Reprieve:
Level 2.5
Pwr.cost 50 out of 50/50.
Range melee/personal
Travel.spd instantaneous
Is a spell
Description: Transport yourself to a safe place for 1 turns.
Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.
This item has been sent to the Item's Vault.
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0
T4 cloth armor
[Unique]
Arcane
Oddly it never produces a hat.
While equipped:
Stats +5 Mag +3 Wil
dps ----------
Spell.pwr +23 (+2 eff.)
Dmg.mod +20% temporal
+20% physical
Res.pen +20% temporal
+20% physical
Melee Ret 20 physical 10 temporal
----- def -----
Armour +3
Defense +9 (+2 eff.)
Resists +10% temporal
+10% physical +13% all
Temporal Reprieve:
Level 2.5
Pwr.cost 50 out of 50/50.
Range melee/personal
Travel.spd instantaneous
Is a spell
Description: Transport yourself to a safe place for 1 turns.
Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.
This item has been sent to the Item's Vault.
Steel Helm of Garkul (0 def, 6 armour)
3.0
T2 head armor
Reqs Heavy armour training
[Unique]
Nature
Another of Garkul's heirlooms would bring out his spirit.
While equipped:
Stats +5 Str +4 Wil +5 Con
dps ----------
Dmg.mod +10% physical
----- def -----
Armour +6
Fatigue +8%
Phys.save +12 (+2 eff.)
Spell.save +12 (+3 eff.)
Mind.save +12 (+2 eff.)
---------- misc
Masteries
+0.20 Technique/Thuggery
A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.
This item has been sent to the Item's Vault.
Steel Helm of Garkul (0 def, 6 armour)3.0
T2 head armor
Reqs Heavy armour training
[Unique]
Nature
Another of Garkul's heirlooms would bring out his spirit.
While equipped:
Stats +5 Str +4 Wil +5 Con
dps ----------
Dmg.mod +10% physical
----- def -----
Armour +6
Fatigue +8%
Phys.save +12 (+2 eff.)
Spell.save +12 (+3 eff.)
Mind.save +12 (+2 eff.)
---------- misc
Masteries
+0.20 Technique/Thuggery
A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.
This item has been sent to the Item's Vault.
The Black Plate (25 def, 35 armour)
Requires:
- Strength 48
- Talent Heavy Armour Training (level 3)
Powered by arcane forces
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +35
Defense: +25 (+7 eff.)
Fatigue: +15%
Changes stats: +6 Wil / +4 Cun / +3 Con
Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold
Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat
Physical save: +15 (+3 eff.)
Spell save: +25 (+7 eff.)
Confusion immunity: +100%
Fear immunity: +100%
Light radius: -2
Infravision radius: +3
Shadow Power: +10
Grants physical power equal to your Shadow Power.
Activating this item is instant.
It can be used to activate talent Link of Pain (costing 9 power out of 15/15) :
Effective talent level: 3.0
Power cost: 9 out of 15/15.
Range: 7
Travel Speed: instantaneous
Is: a spell
Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns.
Each time the source creature takes damage the victim takes 62% of the damage.
If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1.
"Wreckage all about you. Is there anything left inside?"
This item has been sent to the Item's Vault.
The Black Plate (25 def, 35 armour)Requires:
- Strength 48
- Talent Heavy Armour Training (level 3)
Powered by arcane forces
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +35
Defense: +25 (+7 eff.)
Fatigue: +15%
Changes stats: +6 Wil / +4 Cun / +3 Con
Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold
Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat
Physical save: +15 (+3 eff.)
Spell save: +25 (+7 eff.)
Confusion immunity: +100%
Fear immunity: +100%
Light radius: -2
Infravision radius: +3
Shadow Power: +10
Grants physical power equal to your Shadow Power.
Activating this item is instant.
It can be used to activate talent Link of Pain (costing 9 power out of 15/15) :
Effective talent level: 3.0
Power cost: 9 out of 15/15.
Range: 7
Travel Speed: instantaneous
Is: a spell
Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns.
Each time the source creature takes damage the victim takes 62% of the damage.
If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1.
"Wreckage all about you. Is there anything left inside?"
This item has been sent to the Item's Vault.
Great Caller (10-11 power, 18 apr, nature damage)
3.0
T3 mindstar 1H weapon
Reqs Wil 34
[Unique]
Nature
Power 10.0 - 11.0 Nature
Uses 30% Wil, 50% Cun
Mastery Psiblades
Acc+ +0.2% crit chance (max 25%)
Acc uses Wil
Apr +18
Crit +2.5%
Atk.spd 100%
While equipped:
Stats +3 Cun +3 Wil
dps ----------
Mind.crit +6%
Mind.pwr +12 (+11 eff.)
Dmg.mod +8% fire +8% physical
+8% cold
----- def -----
Heal/summ +30
---------- misc
Max.summ +2
Masteries
+0.10 Wild-gift/Summoning (utility)
+0.10 Wild-gift/Summoning (augmentation)
+0.10 Wild-gift/Summoning (melee)
+0.10 Wild-gift/Summoning (distance)
+0.10 Wild-gift/Summoning (advanced)
Gives a 30% chance that your nature summons appear as wild summons.
This mindstar constantly emits a low tone. Life seems to be pulled towards it.
This item has been sent to the Item's Vault.
Great Caller (10-11 power, 18 apr, nature damage)3.0
T3 mindstar 1H weapon
Reqs Wil 34
[Unique]
Nature
Power 10.0 - 11.0 Nature
Uses 30% Wil, 50% Cun
Mastery Psiblades
Acc+ +0.2% crit chance (max 25%)
Acc uses Wil
Apr +18
Crit +2.5%
Atk.spd 100%
While equipped:
Stats +3 Cun +3 Wil
dps ----------
Mind.crit +6%
Mind.pwr +12 (+11 eff.)
Dmg.mod +8% fire +8% physical
+8% cold
----- def -----
Heal/summ +30
---------- misc
Max.summ +2
Masteries
+0.10 Wild-gift/Summoning (utility)
+0.10 Wild-gift/Summoning (augmentation)
+0.10 Wild-gift/Summoning (melee)
+0.10 Wild-gift/Summoning (distance)
+0.10 Wild-gift/Summoning (advanced)
Gives a 30% chance that your nature summons appear as wild summons.
This mindstar constantly emits a low tone. Life seems to be pulled towards it.
This item has been sent to the Item's Vault.
Bloomsoul (8-9 power, 13 apr, nature damage)
3.0
T2 mindstar 1H weapon
Reqs Wil 18
[Unique]
Nature
Power 8.0 - 8.8 Nature
Uses 50% Wil, 30% Cun
Mastery Psiblades
Acc+ +0.2% crit chance (max 25%)
Acc uses Wil
Apr +13
Crit +7.0%
Atk.spd 100%
While equipped:
dps ----------
Mind.crit +4%
Mind.pwr +8 (+8 eff.)
----- def -----
HP.reg +2.00
Heal.mod +20%
---------- misc
Masteries
+0.30 Wild-gift/Fungus
Bloom Heal: (Instant)
Level 2.5
Pwr.cost 40 out of 40/40.
Range melee/personal
Travel.spd instantaneous
Description: Call upon the power of nature to regenerate your body for 11 life every turn for 6 turns.
The life healed will increase with the Willpower stat.
Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body.
This item has been sent to the Item's Vault.
Bloomsoul (8-9 power, 13 apr, nature damage)3.0
T2 mindstar 1H weapon
Reqs Wil 18
[Unique]
Nature
Power 8.0 - 8.8 Nature
Uses 50% Wil, 30% Cun
Mastery Psiblades
Acc+ +0.2% crit chance (max 25%)
Acc uses Wil
Apr +13
Crit +7.0%
Atk.spd 100%
While equipped:
dps ----------
Mind.crit +4%
Mind.pwr +8 (+8 eff.)
----- def -----
HP.reg +2.00
Heal.mod +20%
---------- misc
Masteries
+0.30 Wild-gift/Fungus
Bloom Heal: (Instant)
Level 2.5
Pwr.cost 40 out of 40/40.
Range melee/personal
Travel.spd instantaneous
Description: Call upon the power of nature to regenerate your body for 11 life every turn for 6 turns.
The life healed will increase with the Willpower stat.
Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body.
This item has been sent to the Item's Vault.
Dedication (31-43 power, 6 apr)
3.0
T3 mace 1H weapon
[Unique]
Disrupt
It is said perseverance comes hand in hand with dedication.
Power 31.0 - 43.4 Physical
Uses 20% Cun, 90% Str
Acc+ +0.2% base dam (max 20%)
Apr +6
Crit +20.0%
Atk.spd 100%
On Crit.r2 +50 manaburn arcane
While equipped:
----- def -----
Resists +15% arcane +20% blight
It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end.
The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells.
This item has been sent to the Item's Vault.
Dedication (31-43 power, 6 apr)3.0
T3 mace 1H weapon
[Unique]
Disrupt
It is said perseverance comes hand in hand with dedication.
Power 31.0 - 43.4 Physical
Uses 20% Cun, 90% Str
Acc+ +0.2% base dam (max 20%)
Apr +6
Crit +20.0%
Atk.spd 100%
On Crit.r2 +50 manaburn arcane
While equipped:
----- def -----
Resists +15% arcane +20% blight
It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end.
The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells.
This item has been sent to the Item's Vault.