Nature's Blessing (8 def, 6 armour)
Requires:
- Strength 20
Infused by nature
Infused by arcane disrupting forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +8 (+4 eff.)
Ranged Defense: +4 (+2 eff.)
Fatigue: +8%
Changes stats: +3 Wil / +4 Con
Changes resistances: +20% nature / +25% arcane
Talent mastery: +0.20 Wild-gift / Antimagic
Spell save: +18 (+9 eff.)
Stun/Freeze immunity: +25%
Life regen: +1.00
Healing mod.: +20%
Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic.
This item has been sent to the Item's Vault.
Nature's Blessing (8 def, 6 armour)Requires:
- Strength 20
Infused by nature
Infused by arcane disrupting forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +8 (+4 eff.)
Ranged Defense: +4 (+2 eff.)
Fatigue: +8%
Changes stats: +3 Wil / +4 Con
Changes resistances: +20% nature / +25% arcane
Talent mastery: +0.20 Wild-gift / Antimagic
Spell save: +18 (+9 eff.)
Stun/Freeze immunity: +25%
Life regen: +1.00
Healing mod.: +20%
Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic.
This item has been sent to the Item's Vault.
Nature's Vengeance (40-56 power, 4 apr)
Requires:
- Strength 42
Infused by nature
Infused by arcane disrupting forces
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 3
Base power: 40.0 - 56.0
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +4
Physical crit. chance: +9.0%
Attack speed: 100%
Damage (Melee): +10 silence / +18 nature
When wielded/worn:
Accuracy: +6 (+3 eff.)
It can be used to activate talent Rush (costing 15 power out of 25/25) :
Effective talent level: 3.0
Power cost: 15 out of 25/25.
Range: 8
Travel Speed: instantaneous
Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage.
If the attack hits, the target is dazed for 3 turns.
You must rush from at least 2 tiles away.
This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature.
This item has been sent to the Item's Vault.
Nature's Vengeance (40-56 power, 4 apr)Requires:
- Strength 42
Infused by nature
Infused by arcane disrupting forces
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 3
Base power: 40.0 - 56.0
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +4
Physical crit. chance: +9.0%
Attack speed: 100%
Damage (Melee): +10 silence / +18 nature
When wielded/worn:
Accuracy: +6 (+3 eff.)
It can be used to activate talent Rush (costing 15 power out of 25/25) :
Effective talent level: 3.0
Power cost: 15 out of 25/25.
Range: 8
Travel Speed: instantaneous
Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage.
If the attack hits, the target is dazed for 3 turns.
You must rush from at least 2 tiles away.
This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature.
This item has been sent to the Item's Vault.
enlightening iron plate armour of the deep (3 def, 8 armour)
Requires:
- Strength 22
- Talent Armour Training (level 3)
Infused by nature
Infused by psionic forces
17.00 Encumbrance.
Type: armor / massive ; tier 1
When wielded/worn:
Armour: +8
Defense: +3 (+2 eff.)
Fatigue: +20%
Changes stats: +4 Cun / +3 Wil
Changes resistances: +6% acid / +6% cold
Allows you to breathe in: water
Mental save: +10 (+3 eff.)
A suit of armour made of metal plates.
This item has been sent to the Item's Vault.
enlightening iron plate armour of the deep (3 def, 8 armour)Requires:
- Strength 22
- Talent Armour Training (level 3)
Infused by nature
Infused by psionic forces
17.00 Encumbrance.
Type: armor / massive ; tier 1
When wielded/worn:
Armour: +8
Defense: +3 (+2 eff.)
Fatigue: +20%
Changes stats: +4 Cun / +3 Wil
Changes resistances: +6% acid / +6% cold
Allows you to breathe in: water
Mental save: +10 (+3 eff.)
A suit of armour made of metal plates.
This item has been sent to the Item's Vault.
enlightening cured leather armour of Eyal (2 def, 4 armour)
Requires:
- Strength 14
Infused by nature
Infused by psionic forces
9.00 Encumbrance.
Type: armor / light ; tier 2
When wielded/worn:
Armour: +4
Defense: +2 (+1 eff.)
Fatigue: +7%
Changes stats: +3 Cun / +4 Wil
Mental save: +10 (+4 eff.)
Life regen: +1.30
Maximum life: +48.00
Healing mod.: +10%
A suit of armour made of leather.
This item has been sent to the Item's Vault.
enlightening cured leather armour of Eyal (2 def, 4 armour)Requires:
- Strength 14
Infused by nature
Infused by psionic forces
9.00 Encumbrance.
Type: armor / light ; tier 2
When wielded/worn:
Armour: +4
Defense: +2 (+1 eff.)
Fatigue: +7%
Changes stats: +3 Cun / +4 Wil
Mental save: +10 (+4 eff.)
Life regen: +1.30
Maximum life: +48.00
Healing mod.: +10%
A suit of armour made of leather.
This item has been sent to the Item's Vault.
Kovon the Balancewilder
Requires:
- Dexterity 16
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
[Random Unique]
Type: weapon / longbow ; tier 2
It must be held with both hands.
Mastery: Master Marksman
Accuracy bonus: +0.2% crit / acc
Attack speed: 125%
Firing range: +7
When wielded/worn:
Accuracy: +9 (+2 eff.)
Physical crit. chance: +2.0%
Changes stats: +5 Dex
Changes resistances: +5% arcane
Changes resistances penetration: +15% nature / +35% physical
Changes damage: +12% physical
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.
Kovon the BalancewilderRequires:
- Dexterity 16
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
[Random Unique]
Type: weapon / longbow ; tier 2
It must be held with both hands.
Mastery: Master Marksman
Accuracy bonus: +0.2% crit / acc
Attack speed: 125%
Firing range: +7
When wielded/worn:
Accuracy: +9 (+2 eff.)
Physical crit. chance: +2.0%
Changes stats: +5 Dex
Changes resistances: +5% arcane
Changes resistances penetration: +15% nature / +35% physical
Changes damage: +12% physical
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.
dwarven-steel shield 'Blizzardstone' (0 def, 6 armour, 80 block)
Requires:
- Shield usage training
- Strength 24
Infused by nature
7.00 Encumbrance.
Type: armor / shield ; tier 3
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +6
Fatigue: +8%
Damage (Melee): 15 lightning
Damage when hit (Melee): 1 lightning
Changes resistances: +5% arcane
Changes resistances penetration: +20% arcane
Talent granted: +1 Block
Handheld deflection devices.
This item has been sent to the Item's Vault.
dwarven-steel shield 'Blizzardstone' (0 def, 6 armour, 80 block)Requires:
- Shield usage training
- Strength 24
Infused by nature
7.00 Encumbrance.
Type: armor / shield ; tier 3
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +6
Fatigue: +8%
Damage (Melee): 15 lightning
Damage when hit (Melee): 1 lightning
Changes resistances: +5% arcane
Changes resistances penetration: +20% arcane
Talent granted: +1 Block
Handheld deflection devices.
This item has been sent to the Item's Vault.
Dimpassion (20-24 power, 4 apr, darkness element)
Requires:
- Magic 24
Infused by nature
5.00 Encumbrance.
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Defense: +5 (+2 eff.)
Changes resistances penetration: +10% darkness
Changes damage: +35% darkness / +12% nature
Talent granted: +1 Command Staff
Spellpower: +9 (+9 eff.)
Spell crit. chance: +3%
Light radius: +7
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 and deals 45.80 damage to all creatures.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Dimpassion (20-24 power, 4 apr, darkness element)Requires:
- Magic 24
Infused by nature
5.00 Encumbrance.
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Defense: +5 (+2 eff.)
Changes resistances penetration: +10% darkness
Changes damage: +35% darkness / +12% nature
Talent granted: +1 Command Staff
Spellpower: +9 (+9 eff.)
Spell crit. chance: +3%
Light radius: +7
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 and deals 45.80 damage to all creatures.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Islawe the Serpentwild
Requires:
- Dexterity 16
- Talent Shoot
Infused by nature
Crafted by a master
4.00 Encumbrance.
[Random Unique]
Type: weapon / longbow ; tier 2
It must be held with both hands.
Mastery: Master Marksman
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +7
Damage (radius 1) on hit: +12 acid
Damage (radius 2) on crit: +4 acid
When wielded/worn:
Physical power: +9 (+4 eff.)
Changes stats: +6 Str / +17 Wil / +17 Con
Changes resistances: +3% acid
Changes damage: +15% nature
Maximum life: +95.00
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.
Islawe the SerpentwildRequires:
- Dexterity 16
- Talent Shoot
Infused by nature
Crafted by a master
4.00 Encumbrance.
[Random Unique]
Type: weapon / longbow ; tier 2
It must be held with both hands.
Mastery: Master Marksman
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +7
Damage (radius 1) on hit: +12 acid
Damage (radius 2) on crit: +4 acid
When wielded/worn:
Physical power: +9 (+4 eff.)
Changes stats: +6 Str / +17 Wil / +17 Con
Changes resistances: +3% acid
Changes damage: +15% nature
Maximum life: +95.00
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.
Glimmersmasher (20-31 power, 2 apr)
Requires:
- Strength 16
Infused by nature
3.00 Encumbrance.
Type: weapon / battleaxe ; tier 2
It must be held with both hands.
Base power: 20.5 - 30.8
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +2
Crit. chance: +5.0%
Attack speed: 100%
Damage (radius 1) on hit: +8 mind
Damage (radius 2) on crit: +4 light
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce all saves and defense by 20
Changes stats: +7 Con / +9 Wil
Changes resistances: +9% lightning
Changes damage: +9% light / +3% mind
Maximum life: +41.00
Massive two-handed battleaxes.
This item has been sent to the Item's Vault.
Glimmersmasher (20-31 power, 2 apr)Requires:
- Strength 16
Infused by nature
3.00 Encumbrance.
Type: weapon / battleaxe ; tier 2
It must be held with both hands.
Base power: 20.5 - 30.8
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +2
Crit. chance: +5.0%
Attack speed: 100%
Damage (radius 1) on hit: +8 mind
Damage (radius 2) on crit: +4 light
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce all saves and defense by 20
Changes stats: +7 Con / +9 Wil
Changes resistances: +9% lightning
Changes damage: +9% light / +3% mind
Maximum life: +41.00
Massive two-handed battleaxes.
This item has been sent to the Item's Vault.
lifebinding yew starstaff of illumination (20-24 power, 4 apr, darkness element)
Requires:
- Magic 24
Infused by nature
5.00 Encumbrance.
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Defense: +5 (+1 eff.)
Changes stats: +4 Con
Changes damage: +20% darkness
Talent granted: +1 Command Staff
Life regen: +0.60
Spellpower: +12 (+4 eff.)
Spell crit. chance: +3%
Light radius: +2
Healing mod.: +13%
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 and deals 40.32 damage to all creatures.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
lifebinding yew starstaff of illumination (20-24 power, 4 apr, darkness element)Requires:
- Magic 24
Infused by nature
5.00 Encumbrance.
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Defense: +5 (+1 eff.)
Changes stats: +4 Con
Changes damage: +20% darkness
Talent granted: +1 Command Staff
Life regen: +0.60
Spellpower: +12 (+4 eff.)
Spell crit. chance: +3%
Light radius: +2
Healing mod.: +13%
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 and deals 40.32 damage to all creatures.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
woollen robe 'Tideraze' (0 def, 0 armour)
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / cloth ; tier 2
When wielded/worn:
Changes stats: +5 Str / +5 Mag / +4 Wil
Changes resistances: +7% lightning / +8% cold / +9% all
Changes damage: +7% lightning / +6% physical / +3% light / +10% cold
Critical mult.: +20.00%
Spell save: +12 (+6 eff.)
Spellpower on spell critical (stacks up to 3 times): +2
Spell crit. chance: +2%
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.
woollen robe 'Tideraze' (0 def, 0 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / cloth ; tier 2
When wielded/worn:
Changes stats: +5 Str / +5 Mag / +4 Wil
Changes resistances: +7% lightning / +8% cold / +9% all
Changes damage: +7% lightning / +6% physical / +3% light / +10% cold
Critical mult.: +20.00%
Spell save: +12 (+6 eff.)
Spellpower on spell critical (stacks up to 3 times): +2
Spell crit. chance: +2%
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.