Voratun Hammer of the Deep Bellow (193% power, 7 apr)
Requires:
- Magic 48
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Power: 193% Range: 1.5x
Uses stat: 170% Mag
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +7
Crit. chance: +4.0%
Attack speed: 100%
When this weapon hits: Flameshock (10% chance level 3).
Damage (Melee): +30 fire
When wielded/worn:
Changes damage: +15% physical
The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself.
This item has been sent to the Item's Vault.
Voratun Hammer of the Deep Bellow (193% power, 7 apr)Requires:
- Magic 48
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Power: 193% Range: 1.5x
Uses stat: 170% Mag
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +7
Crit. chance: +4.0%
Attack speed: 100%
When this weapon hits: Flameshock (10% chance level 3).
Damage (Melee): +30 fire
When wielded/worn:
Changes damage: +15% physical
The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself.
This item has been sent to the Item's Vault.
Khulmanar's Wrath (182% power, 8 apr) =magical fighter heirloom=
Requires:
- Magic 52
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 5
It must be held with both hands.
Power: 182% Range: 1.5x
Uses stat: 170% Mag
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +8
Crit. chance: +8.0%
Attack speed: 100%
Damage (Melee): +50 fire
Damage conversion: 20% fire
When wielded/worn:
Changes resistances: +20% fire
Changes resistances penetration: +25% fire
Changes damage: +20% fire
The wearer is treated as a demon.
It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) :
Effective talent level: 3.0
Power cost: 35 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 95.83 fire damage, and flames will be left dealing a further 22.05 each turn. Demons will be healed for the same amount.
The damage will increase with your Strength Stat.
Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes.
This item has been sent to the Item's Vault.
Khulmanar's Wrath (182% power, 8 apr) =magical fighter heirloom=Requires:
- Magic 52
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 5
It must be held with both hands.
Power: 182% Range: 1.5x
Uses stat: 170% Mag
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +8
Crit. chance: +8.0%
Attack speed: 100%
Damage (Melee): +50 fire
Damage conversion: 20% fire
When wielded/worn:
Changes resistances: +20% fire
Changes resistances penetration: +25% fire
Changes damage: +20% fire
The wearer is treated as a demon.
It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) :
Effective talent level: 3.0
Power cost: 35 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 95.83 fire damage, and flames will be left dealing a further 22.05 each turn. Demons will be healed for the same amount.
The damage will increase with your Strength Stat.
Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes.
This item has been sent to the Item's Vault.
Champion's Will (179% power, 22 apr) =sun paladin heirloom=
Requires:
- Magic 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Power: 179% Range: 1.6x
Uses stats: 165% Mag, 20% Con
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +22
Crit. chance: +12.0%
Attack speed: 100%
On weapon hit:
* releases a burst of light, dealing 128 light damage (based on Spellpower) in a radius 3 cone.
When wielded/worn:
Changes stats: +12 Str / +6 Mag / +7 Con
Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader
Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn)
Increases the damage of Sun Beam by 15%.
It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt
Activation costs 30 power out of 30/30.
This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively.
This item has been sent to the Item's Vault.
Champion's Will (179% power, 22 apr) =sun paladin heirloom=Requires:
- Magic 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Power: 179% Range: 1.6x
Uses stats: 165% Mag, 20% Con
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +22
Crit. chance: +12.0%
Attack speed: 100%
On weapon hit:
* releases a burst of light, dealing 128 light damage (based on Spellpower) in a radius 3 cone.
When wielded/worn:
Changes stats: +12 Str / +6 Mag / +7 Con
Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader
Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn)
Increases the damage of Sun Beam by 15%.
It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt
Activation costs 30 power out of 30/30.
This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively.
This item has been sent to the Item's Vault.
Dawn's Blade (161% power, 7 apr) =sun paladin heirloom=
Requires:
- Magic 35
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
It is part of a set of items.
If the sun doesn't set, dawn's power lasts forever.
Power: 162% Range: 1.4x
Uses stat: 155% Mag
Damage type: Light
Mastery: Strength of Purpose
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +7
Crit. chance: +5.0%
Attack speed: 100%
Damage against: +25% Undead / +25% Demon
When wielded/worn:
Changes resistances penetration: +25% light
Changes damage: +20% light
Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light
Talents cooldown: Healing Light (-3 turns) Barrier (-5 turns) Providence (-10 turns) Bathe in Light (-5 turns)
Spellpower: +10 (+2 eff.)
Spell crit. chance: +4%
Light radius: +2
It can be used to invoke dawn, inflicting 542.43 light damage in radius 5 (based on Magic) and lighting the area within radius 10
Activation costs 35 power out of 35/35.
Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows.
This item has been sent to the Item's Vault.
Dawn's Blade (161% power, 7 apr) =sun paladin heirloom=Requires:
- Magic 35
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
It is part of a set of items.
If the sun doesn't set, dawn's power lasts forever.
Power: 162% Range: 1.4x
Uses stat: 155% Mag
Damage type: Light
Mastery: Strength of Purpose
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +7
Crit. chance: +5.0%
Attack speed: 100%
Damage against: +25% Undead / +25% Demon
When wielded/worn:
Changes resistances penetration: +25% light
Changes damage: +20% light
Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light
Talents cooldown: Healing Light (-3 turns) Barrier (-5 turns) Providence (-10 turns) Bathe in Light (-5 turns)
Spellpower: +10 (+2 eff.)
Spell crit. chance: +4%
Light radius: +2
It can be used to invoke dawn, inflicting 542.43 light damage in radius 5 (based on Magic) and lighting the area within radius 10
Activation costs 35 power out of 35/35.
Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows.
This item has been sent to the Item's Vault.
Omniscience (7 def, 0 armour) =psychic heirloom=
Requires:
- Level 35
Infused by psionic forces
1.00 Encumbrance.
[Unique]
Type: armor / head ; tier 5
When wielded/worn:
Defense: +7 (+2 eff.)
Changes resistances: +15% mind
Changes resistances cap: +10% mind
Changes resistances penetration: +10% mind
Mental save: +25 (+7 eff.)
Confusion immunity: +40%
Psi when firing a critical mind attack: +6.00
Maximum psi: +50.00
Mindpower: +20 (+7 eff.)
Mental crit. chance: +9%
Infravision radius: +5
It can be used to reveal the surrounding area (range 20)
Activation costs 30 power out of 30/30.
This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen."
This item has been sent to the Item's Vault.
Omniscience (7 def, 0 armour) =psychic heirloom=Requires:
- Level 35
Infused by psionic forces
1.00 Encumbrance.
[Unique]
Type: armor / head ; tier 5
When wielded/worn:
Defense: +7 (+2 eff.)
Changes resistances: +15% mind
Changes resistances cap: +10% mind
Changes resistances penetration: +10% mind
Mental save: +25 (+7 eff.)
Confusion immunity: +40%
Psi when firing a critical mind attack: +6.00
Maximum psi: +50.00
Mindpower: +20 (+7 eff.)
Mental crit. chance: +9%
Infravision radius: +5
It can be used to reveal the surrounding area (range 20)
Activation costs 30 power out of 30/30.
This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen."
This item has been sent to the Item's Vault.
The Black Plate (25 def, 35 armour) =corrupt heirloom=
Requires:
- Massive armour training
- Strength 48
Powered by arcane forces
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Physical power: +10 (+1 eff.)
Armour: +35
Defense: +25 (+5 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 (+5 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.
"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) =corrupt heirloom=Requires:
- Massive armour training
- Strength 48
Powered by arcane forces
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Physical power: +10 (+1 eff.)
Armour: +35
Defense: +25 (+5 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 (+5 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.
"Wreckage all about you. Is there anything left inside?"
This item has been sent to the Item's Vault.
Thunderfall (161% power, 6 apr) =mace heirloom=
Requires:
- Willpower 30
- Magic 50
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 5
Power: 162% Range: 1.4x
Uses stat: 150% Mag
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +3.0%
Attack speed: 100%
Damage (radius 1) on hit: +50 lightning / +50 physical
Damage (radius 2) on crit: +100 lightning / +100 physical
It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage
Activation costs 60 power out of 60/60.
Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls.
This item has been sent to the Item's Vault.
Thunderfall (161% power, 6 apr) =mace heirloom=Requires:
- Willpower 30
- Magic 50
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 5
Power: 162% Range: 1.4x
Uses stat: 150% Mag
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +3.0%
Attack speed: 100%
Damage (radius 1) on hit: +50 lightning / +50 physical
Damage (radius 2) on crit: +100 lightning / +100 physical
It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage
Activation costs 60 power out of 60/60.
Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls.
This item has been sent to the Item's Vault.
Rod of Sarrilon (136% power, 4 apr, temporal element) =temporal wizard heirloom=
Requires:
- Magic 48
Powered by unknown forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 5
It must be held with both hands.
Power: 137% Range: 1.2x
Uses stat: 130% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes stats: +7 Wil / +8 Mag
Changes resistances penetration: +30% temporal
Changes damage: +40% temporal
Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal
Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns)
Teleport immunity: +100%
Spellpower: +40 (+8 eff.)
Spell crit. chance: +15%
Reduces paradox anomalies(equivalent to willpower): +25
A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand.
This item has been sent to the Item's Vault.
Rod of Sarrilon (136% power, 4 apr, temporal element) =temporal wizard heirloom=Requires:
- Magic 48
Powered by unknown forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 5
It must be held with both hands.
Power: 137% Range: 1.2x
Uses stat: 130% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes stats: +7 Wil / +8 Mag
Changes resistances penetration: +30% temporal
Changes damage: +40% temporal
Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal
Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns)
Teleport immunity: +100%
Spellpower: +40 (+8 eff.)
Spell crit. chance: +15%
Reduces paradox anomalies(equivalent to willpower): +25
A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand.
This item has been sent to the Item's Vault.