Dragon-helm of Kroltar (5 def, 9 armour)
Requires:
- Strength 35
- Talent Heavy Armour Training (level 1)
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 4
It is part of a set of items.
Kroltar's power resides in his scales.
When wielded/worn:
Armour: +9
Defense: +5 (+2 eff.)
Fatigue: +10%
Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck
Changes damage: +10% physical / +10% fire
Talent mastery: +0.20 Wild-gift / Fire drake aspect
It can be used to activate talent Bellowing Roar (costing 26 power out of 45/45) :
Effective talent level: 3.0
Power cost: 26 out of 45/45.
Range: melee/personal
Travel Speed: instantaneous
Is: a nature gift and a mind power
Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5.
The sound wave is so strong, your foes also take 127.21 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%.
A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes.
This item has been sent to the Item's Vault.
Dragon-helm of Kroltar (5 def, 9 armour)Requires:
- Strength 35
- Talent Heavy Armour Training (level 1)
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 4
It is part of a set of items.
Kroltar's power resides in his scales.
When wielded/worn:
Armour: +9
Defense: +5 (+2 eff.)
Fatigue: +10%
Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck
Changes damage: +10% physical / +10% fire
Talent mastery: +0.20 Wild-gift / Fire drake aspect
It can be used to activate talent Bellowing Roar (costing 26 power out of 45/45) :
Effective talent level: 3.0
Power cost: 26 out of 45/45.
Range: melee/personal
Travel Speed: instantaneous
Is: a nature gift and a mind power
Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5.
The sound wave is so strong, your foes also take 127.21 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%.
A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes.
This item has been sent to the Item's Vault.
Telos's Staff (Bottom Half)
Requires:
- Magic 35
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff
It is part of a set of items.
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Attack speed: 100%
When wielded/worn:
Changes stats: +4 Mag
Changes damage: +20% acid / +20% cold
Critical mult.: +20.00%
Mental save: +8 (+3 eff.)
Confusion immunity: +20%
Maximum mana: +50.00
Spell crit. chance: +8%
The bottom part of Telos' broken staff.
This item has been sent to the Item's Vault.
Telos's Staff (Bottom Half)Requires:
- Magic 35
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff
It is part of a set of items.
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Attack speed: 100%
When wielded/worn:
Changes stats: +4 Mag
Changes damage: +20% acid / +20% cold
Critical mult.: +20.00%
Mental save: +8 (+3 eff.)
Confusion immunity: +20%
Maximum mana: +50.00
Spell crit. chance: +8%
The bottom part of Telos' broken staff.
This item has been sent to the Item's Vault.
Masochism (0 def, 0 armour)
Requires:
- Level 35
Powered by arcane forces
Crafted by a master
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 5
It is part of a set of items.
With a better grip it would be the destroyer of your enemies.
When wielded/worn:
Damage (Melee): 25 vim draining blight
Damage when hit (Melee): 25 vim draining blight
Changes stats: +3 Cun / +9 Mag
Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood
Physical save: +10 (+2 eff.)
Spell save: +10 (+2 eff.)
Mental save: +10 (+2 eff.)
Disease immunity: +100%
Maximum vim: +25.00
Spellpower: +10 (+2 eff.)
Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked.
Current Bonus: 0
It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) :
Effective talent level: 5.0
Power cost: 12 out of 12/12.
Range: 10
Travel Speed: 2000% of base
Is: a spell
Description: Project a bolt of corrupted blood, doing 305.20 blight damage and healing you for 20% the damage dealt.
50% of the damage dealt will be gained as maximum life for 7 turns (before the healing).
The damage will increase with your Spellpower.
Stolen flesh,
Stolen pain,
To give it up,
Is to live again.
This item has been sent to the Item's Vault.
Masochism (0 def, 0 armour)Requires:
- Level 35
Powered by arcane forces
Crafted by a master
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 5
It is part of a set of items.
With a better grip it would be the destroyer of your enemies.
When wielded/worn:
Damage (Melee): 25 vim draining blight
Damage when hit (Melee): 25 vim draining blight
Changes stats: +3 Cun / +9 Mag
Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood
Physical save: +10 (+2 eff.)
Spell save: +10 (+2 eff.)
Mental save: +10 (+2 eff.)
Disease immunity: +100%
Maximum vim: +25.00
Spellpower: +10 (+2 eff.)
Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked.
Current Bonus: 0
It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) :
Effective talent level: 5.0
Power cost: 12 out of 12/12.
Range: 10
Travel Speed: 2000% of base
Is: a spell
Description: Project a bolt of corrupted blood, doing 305.20 blight damage and healing you for 20% the damage dealt.
50% of the damage dealt will be gained as maximum life for 7 turns (before the healing).
The damage will increase with your Spellpower.
Stolen flesh,
Stolen pain,
To give it up,
Is to live again.
This item has been sent to the Item's Vault.
Unsetting Sun (16 def, 20 armour, 280 block)
Requires:
- Shield usage training
- Strength 40
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
It is part of a set of items.
Glows brightly in the light of dawn.
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +20
Defense: +16 (+8 eff.)
Ranged Defense: +17 (+8 eff.)
Fatigue: +14%
Changes resistances: +30% blight / +30% darkness
Talent granted: +1 Block
Spell save: +19 (+4 eff.)
Light radius: +2
When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future.
This item has been sent to the Item's Vault.
Unsetting Sun (16 def, 20 armour, 280 block)Requires:
- Shield usage training
- Strength 40
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
It is part of a set of items.
Glows brightly in the light of dawn.
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +20
Defense: +16 (+8 eff.)
Ranged Defense: +17 (+8 eff.)
Fatigue: +14%
Changes resistances: +30% blight / +30% darkness
Talent granted: +1 Block
Spell save: +19 (+4 eff.)
Light radius: +2
When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future.
This item has been sent to the Item's Vault.
Skeletal Claw (55-61 power, 8 apr)
Requires:
- Dexterity 14
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 5
Base power: 55.0 - 60.5
Uses stat: 100% Dex
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +8
Crit. chance: +9.0%
Attack speed: 125%
When this weapon hits: Bone Grab (10% chance level 3).
When this weapon hits: Bone Spear (20% chance level 4).
Damage (Melee): +30 bleed
Damage (radius 2) on crit: +50 bleed
When wielded/worn:
Defense: +12 (+6 eff.)
Talent mastery: +0.25 Corruption / Bone
Spellpower: +4 (+1 eff.)
Combat speed: +10%
Talent on hit(spell): Bone Spear (10% chance level 4).
It can be used to activate talent Bone Nova (costing 20 power out of 20/20) :
Effective talent level: 4.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Fire bone spears in all directions, hitting all foes within radius 4 for 230.04 physical damage, and inflicting bleeding for another 115.02 damage over 5 turns.
The damage will increase with your Spellpower.
This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other.
This item has been sent to the Item's Vault.
Skeletal Claw (55-61 power, 8 apr)Requires:
- Dexterity 14
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 5
Base power: 55.0 - 60.5
Uses stat: 100% Dex
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +8
Crit. chance: +9.0%
Attack speed: 125%
When this weapon hits: Bone Grab (10% chance level 3).
When this weapon hits: Bone Spear (20% chance level 4).
Damage (Melee): +30 bleed
Damage (radius 2) on crit: +50 bleed
When wielded/worn:
Defense: +12 (+6 eff.)
Talent mastery: +0.25 Corruption / Bone
Spellpower: +4 (+1 eff.)
Combat speed: +10%
Talent on hit(spell): Bone Spear (10% chance level 4).
It can be used to activate talent Bone Nova (costing 20 power out of 20/20) :
Effective talent level: 4.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Fire bone spears in all directions, hitting all foes within radius 4 for 230.04 physical damage, and inflicting bleeding for another 115.02 damage over 5 turns.
The damage will increase with your Spellpower.
This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other.
This item has been sent to the Item's Vault.
Ureslak's Femur (52-73 power, 5 apr)
Requires:
- Dexterity 30
- Strength 45
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 5
It is part of a set of items.
What would happen if more of Ureslak's remains were reunited?
Base power: 52.0 - 72.8
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +5
Crit. chance: +2.5%
Attack speed: 100%
On weapon hit:
* 10% chance to shimmer to a different hue and gain powers
A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature.
This item has been sent to the Item's Vault.
Ureslak's Femur (52-73 power, 5 apr)Requires:
- Dexterity 30
- Strength 45
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 5
It is part of a set of items.
What would happen if more of Ureslak's remains were reunited?
Base power: 52.0 - 72.8
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +5
Crit. chance: +2.5%
Attack speed: 100%
On weapon hit:
* 10% chance to shimmer to a different hue and gain powers
A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature.
This item has been sent to the Item's Vault.
Ureslak's Molted Scales (0 def, 0 armour)
Requires:
- Level 35
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 5
It is part of a set of items.
It would go well with another part of Ureslak.
When wielded/worn:
Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature
Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature
It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.)
Activation costs 50 power out of 50/50.
This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow.
This item has been sent to the Item's Vault.
Ureslak's Molted Scales (0 def, 0 armour)Requires:
- Level 35
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 5
It is part of a set of items.
It would go well with another part of Ureslak.
When wielded/worn:
Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature
Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature
It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.)
Activation costs 50 power out of 50/50.
This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow.
This item has been sent to the Item's Vault.
Eye of Winter (8-9 power, 18 apr, cold damage)
Requires:
- Willpower 18
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 2
It is part of a set of items.
Nature requires balance in these matters.
Base power: 8.0 - 8.8
Uses stats: 50% Wil, 50% Mag, 30% Cun
Damage type: Cold
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +18
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Armour: +10
Changes resistances: -10% fire
Changes resistances penetration: +10% cold
Changes damage: +10% cold
Mindpower: +8 (+2 eff.)
Mental crit. chance: +4%
Talent on hit(mindpower): Winter's Fury (10% chance level 2).
This mindstar glows with a dim cool light, but seems somehow incomplete.
This item has been sent to the Item's Vault.
Eye of Winter (8-9 power, 18 apr, cold damage)Requires:
- Willpower 18
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 2
It is part of a set of items.
Nature requires balance in these matters.
Base power: 8.0 - 8.8
Uses stats: 50% Wil, 50% Mag, 30% Cun
Damage type: Cold
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +18
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Armour: +10
Changes resistances: -10% fire
Changes resistances penetration: +10% cold
Changes damage: +10% cold
Mindpower: +8 (+2 eff.)
Mental crit. chance: +4%
Talent on hit(mindpower): Winter's Fury (10% chance level 2).
This mindstar glows with a dim cool light, but seems somehow incomplete.
This item has been sent to the Item's Vault.
Dagger of the Past (25-32 power, 20 apr)
Requires:
- Magic 24
- Dexterity 24
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
It is part of a set of items.
Potentially it would go with a sword in the future.
Base power: 25.0 - 32.5
Uses stats: 100% Mag, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +20.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Defense: +10 (+2 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+2 eff.)
Movement speed: +20%
Defense after a teleport: +10
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +15%
Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.
This item has been sent to the Item's Vault.
Dagger of the Past (25-32 power, 20 apr)Requires:
- Magic 24
- Dexterity 24
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
It is part of a set of items.
Potentially it would go with a sword in the future.
Base power: 25.0 - 32.5
Uses stats: 100% Mag, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +20.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Defense: +10 (+2 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+2 eff.)
Movement speed: +20%
Defense after a teleport: +10
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +15%
Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.
This item has been sent to the Item's Vault.