Betedatira the Morningspar (19 def, 13 armour)
Requires:
- Talent Heavy Armour Training
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Accuracy: +11 (+3 eff.)
Armour penetration: +8
Physical power: +14 (+3 eff.)
Armour: +13
Defense: +19 (+6 eff.)
Fatigue: +5%
Effects when hit in melee:
* 20% chance to gain 10% of a turn (3/turn limit)
Changes stats: +12 Str / +5 Dex / +1 Mag / +27 Wil / +15 Cun / +15 Con
Changes resistances: +6% acid / +15% physical / +15% light / +30% blight / +15% nature / +7% all
Physical save: +29 (+6 eff.)
Spell save: +10 (+3 eff.)
Mental save: +30 (+6 eff.)
Silence immunity: +10%
Confusion immunity: +5%
Psi when hit: +0.12
Maximum life: +108.00
Infravision radius: +2
Healing mod.: +29%
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item has been sent to the Item's Vault.
Betedatira the Morningspar (19 def, 13 armour)Requires:
- Talent Heavy Armour Training
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Accuracy: +11 (+3 eff.)
Armour penetration: +8
Physical power: +14 (+3 eff.)
Armour: +13
Defense: +19 (+6 eff.)
Fatigue: +5%
Effects when hit in melee:
* 20% chance to gain 10% of a turn (3/turn limit)
Changes stats: +12 Str / +5 Dex / +1 Mag / +27 Wil / +15 Cun / +15 Con
Changes resistances: +6% acid / +15% physical / +15% light / +30% blight / +15% nature / +7% all
Physical save: +29 (+6 eff.)
Spell save: +10 (+3 eff.)
Mental save: +30 (+6 eff.)
Silence immunity: +10%
Confusion immunity: +5%
Psi when hit: +0.12
Maximum life: +108.00
Infravision radius: +2
Healing mod.: +29%
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item has been sent to the Item's Vault.
Scumraider the voratun helm (0 def, 5 armour)
Requires:
- Talent Heavy Armour Training
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Armour penetration: +8
Physical power: +6 (+1 eff.)
Armour: +5
Fatigue: +5%
Effects on melee hit:
* 20 arcane resource burn
Damage when hit (Melee): 8 nature
Changes stats: +11 Str / +5 Dex / +3 Mag / +21 Wil / +12 Cun / +5 Con
Changes resistances: +15% acid / +3% darkness / +15% lightning / +15% blight / +24% fire / +13% nature / +17% cold
Grants telepathy: Humanoid/Orc
Allows you to breathe in: water
Spell save: +50 (+13 eff.)
Mental save: +28 (+5 eff.)
Stamina when hit: +3.00
Equilibrium when hit: +2.80
Maximum life: +110.00
Mindpower: +6 (+1 eff.)
Light radius: +2
Infravision radius: +1
Healing mod.: +30%
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item has been sent to the Item's Vault.
Scumraider the voratun helm (0 def, 5 armour)Requires:
- Talent Heavy Armour Training
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Armour penetration: +8
Physical power: +6 (+1 eff.)
Armour: +5
Fatigue: +5%
Effects on melee hit:
* 20 arcane resource burn
Damage when hit (Melee): 8 nature
Changes stats: +11 Str / +5 Dex / +3 Mag / +21 Wil / +12 Cun / +5 Con
Changes resistances: +15% acid / +3% darkness / +15% lightning / +15% blight / +24% fire / +13% nature / +17% cold
Grants telepathy: Humanoid/Orc
Allows you to breathe in: water
Spell save: +50 (+13 eff.)
Mental save: +28 (+5 eff.)
Stamina when hit: +3.00
Equilibrium when hit: +2.80
Maximum life: +110.00
Mindpower: +6 (+1 eff.)
Light radius: +2
Infravision radius: +1
Healing mod.: +30%
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item has been sent to the Item's Vault.
Blightspar (64-102.4 power, 4 apr) =RESISTALL=
Requires:
- Strength 48
Powered by arcane forces
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 64.0 - 102.4
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +4
Crit. chance: +5.0%
Attack speed: 100%
When this weapon hits: Epidemic (10% chance level 5).
On weapon hit:
* 40% chance to inflict 15% damage reduction
* 28% chance to disease
* 20% chance to torment the target
Damage (Melee): +59 insidious poison / +26 blight / +8 fire / +4 temporal
Burst (radius 1) on hit: +4 temporal
Burst (radius 2) on crit: +8 darkness
When wielded/worn:
Accuracy: +57 (+11 eff.)
Armour penetration: +61
Defense: +21 (+5 eff.)
Damage when hit (Melee): 4 temporal
Changes resistances: +6% temporal / +28% all
Changes resistances penetration: +21% mind / +62% physical / +54% darkness / +40% nature
Changes damage: +20% physical
Disease immunity: +49%
Disarm immunity: +70%
Massive two-handed swords.
This item has been sent to the Item's Vault.
Blightspar (64-102.4 power, 4 apr) =RESISTALL=Requires:
- Strength 48
Powered by arcane forces
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 64.0 - 102.4
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +4
Crit. chance: +5.0%
Attack speed: 100%
When this weapon hits: Epidemic (10% chance level 5).
On weapon hit:
* 40% chance to inflict 15% damage reduction
* 28% chance to disease
* 20% chance to torment the target
Damage (Melee): +59 insidious poison / +26 blight / +8 fire / +4 temporal
Burst (radius 1) on hit: +4 temporal
Burst (radius 2) on crit: +8 darkness
When wielded/worn:
Accuracy: +57 (+11 eff.)
Armour penetration: +61
Defense: +21 (+5 eff.)
Damage when hit (Melee): 4 temporal
Changes resistances: +6% temporal / +28% all
Changes resistances penetration: +21% mind / +62% physical / +54% darkness / +40% nature
Changes damage: +20% physical
Disease immunity: +49%
Disarm immunity: +70%
Massive two-handed swords.
This item has been sent to the Item's Vault.
Shinecast the dragonbone vilestaff (30-36 power, 6 apr, blight element)
Requires:
- Magic 48
Infused by nature
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 5
Base power: 30.0 - 36.0
Uses stats: 80% Mag, 40% Wil
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +5.0% procs dam / acc
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
Damage Shield penetration (this weapon only): +40%
Damage (Melee): +4 light
When wielded/worn:
Accuracy: +50 (+12 eff.)
Physical crit. chance: +56.0%
Physical power: +60 (+10 eff.)
Defense: +15 (+5 eff.)
Effects on melee hit:
* 19% chance to blind
Changes stats: +2 Dex / +23 Con
Changes resistances: +6% temporal
Changes damage: +30% blight
Talent granted: +1 Command Staff
Critical mult.: +84.00%
Mental save: +20 (+4 eff.)
Life regen: +5.30
Equilibrium when hit: +0.12
Psi when hit: +0.12
Spellpower: +81 (+15 eff.)
Spell crit. chance: +21%
Light radius: +5
Healing mod.: +88%
It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown :
Effective talent level: 2.0
Power cost: 6 out of 6/6.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Creates a globe of pure light within a radius of 7 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
At level 4, it also deals 67.46 light damage.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Shinecast the dragonbone vilestaff (30-36 power, 6 apr, blight element)Requires:
- Magic 48
Infused by nature
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 5
Base power: 30.0 - 36.0
Uses stats: 80% Mag, 40% Wil
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +5.0% procs dam / acc
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
Damage Shield penetration (this weapon only): +40%
Damage (Melee): +4 light
When wielded/worn:
Accuracy: +50 (+12 eff.)
Physical crit. chance: +56.0%
Physical power: +60 (+10 eff.)
Defense: +15 (+5 eff.)
Effects on melee hit:
* 19% chance to blind
Changes stats: +2 Dex / +23 Con
Changes resistances: +6% temporal
Changes damage: +30% blight
Talent granted: +1 Command Staff
Critical mult.: +84.00%
Mental save: +20 (+4 eff.)
Life regen: +5.30
Equilibrium when hit: +0.12
Psi when hit: +0.12
Spellpower: +81 (+15 eff.)
Spell crit. chance: +21%
Light radius: +5
Healing mod.: +88%
It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown :
Effective talent level: 2.0
Power cost: 6 out of 6/6.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Creates a globe of pure light within a radius of 7 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
At level 4, it also deals 67.46 light damage.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Hileg [power 4] (9 cooldown)
Requires:
- Level 35
Infused by nature
2.00 Encumbrance.
[Random Unique]
Type: charm / totem ; tier 5
When wielded/worn:
Accuracy: +4 (+2 eff.)
Armour penetration: +3
Armour: +4
Damage when hit (Melee): 12 acid
Maximum wards: +15 acid / +15 nature / +15 light
Talents cooldown: Invoke Tentacle (+25 turn) Rushing Claws (-5 turns) Lay Web (-3 turns)
Talents granted: +5 Invoke Tentacle +25 Rushing Claws +3 Ward +15 Lay Web
Critical mult.: +9.00%
Blindness immunity: +20%
Disease immunity: +5%
Knockback immunity: +10%
Life regen: +0.60
Maximum psi: +30.00
It can be used to remove up to 4 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 9 turns.
When used:
100% chance to regenerate 13 stamina.
100% chance to regenerate 16 equilibrium.
100% chance to regenerate 16 equilibrium.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.
Hileg [power 4] (9 cooldown)Requires:
- Level 35
Infused by nature
2.00 Encumbrance.
[Random Unique]
Type: charm / totem ; tier 5
When wielded/worn:
Accuracy: +4 (+2 eff.)
Armour penetration: +3
Armour: +4
Damage when hit (Melee): 12 acid
Maximum wards: +15 acid / +15 nature / +15 light
Talents cooldown: Invoke Tentacle (+25 turn) Rushing Claws (-5 turns) Lay Web (-3 turns)
Talents granted: +5 Invoke Tentacle +25 Rushing Claws +3 Ward +15 Lay Web
Critical mult.: +9.00%
Blindness immunity: +20%
Disease immunity: +5%
Knockback immunity: +10%
Life regen: +0.60
Maximum psi: +30.00
It can be used to remove up to 4 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 9 turns.
When used:
100% chance to regenerate 13 stamina.
100% chance to regenerate 16 equilibrium.
100% chance to regenerate 16 equilibrium.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.