shielding rune of the warrior (absorb 222; dur 3; cd 15)
Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Activate the rune to create a protective shield absorbing at most 222 damage for 3 turns.
Its effects scale with your Strength stat.
It can be used to inscribe your skin with the rune.
Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
This item has been sent to the Item's Vault.
shielding rune of the warrior (absorb 222; dur 3; cd 15)Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Activate the rune to create a protective shield absorbing at most 222 damage for 3 turns.
Its effects scale with your Strength stat.
It can be used to inscribe your skin with the rune.
Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
This item has been sent to the Item's Vault.
This item will automatically be transmogrified when you leave the level.
shatter afflictions rune of the wizard (absorb 39; cd 14)
Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 39 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the rune.
Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
This item has been sent to the Item's Vault.
shatter afflictions rune of the wizard (absorb 39; cd 14)shatter afflictions rune of the wizard (absorb 39; cd 14)
Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 39 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the rune.
Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
This item has been sent to the Item's Vault.
Mebers
Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
Type: jewelry / amulet ; tier 2
When wielded/worn:
Physical power: +10 (+3 eff.)
Damage when hit (Melee): 10 mind
Changes stats: +3 Dex / +3 Wil
Changes resistances: +13% mind
Confusion immunity: +28%
Maximum stamina: +30.00
Amulets make your neck look great!
This item has been sent to the Item's Vault.
MebersRequires:
- Level 15
Infused by nature
0.10 Encumbrance.
Type: jewelry / amulet ; tier 2
When wielded/worn:
Physical power: +10 (+3 eff.)
Damage when hit (Melee): 10 mind
Changes stats: +3 Dex / +3 Wil
Changes resistances: +13% mind
Confusion immunity: +28%
Maximum stamina: +30.00
Amulets make your neck look great!
This item has been sent to the Item's Vault.
steel mail armour 'Bethirevena' (9 def, 9 armour)
Requires:
- Heavy armour training
- Strength 20
Crafted by a master
Infused by psionic forces
14.00 Encumbrance.
[Random Unique]
Type: armor / heavy ; tier 2
When wielded/worn:
Armour: +9
Defense: +9 (+5 eff.)
Fatigue: +12%
Changes stats: +1 Cun
Changes resistances: +15% lightning / +19% cold / +9% light
Mental save: +10 (+5 eff.)
Life regen: +2.00
Only die when reaching: -40.00 life
A suit of armour made of mail.
This item has been sent to the Item's Vault.
steel mail armour 'Bethirevena' (9 def, 9 armour)Requires:
- Heavy armour training
- Strength 20
Crafted by a master
Infused by psionic forces
14.00 Encumbrance.
[Random Unique]
Type: armor / heavy ; tier 2
When wielded/worn:
Armour: +9
Defense: +9 (+5 eff.)
Fatigue: +12%
Changes stats: +1 Cun
Changes resistances: +15% lightning / +19% cold / +9% light
Mental save: +10 (+5 eff.)
Life regen: +2.00
Only die when reaching: -40.00 life
A suit of armour made of mail.
This item has been sent to the Item's Vault.
Behemoth Hide (4 def, 6 armour)
Requires:
- Strength 22
Crafted by a master
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +4 (+2 eff.)
Ranged Defense: +8 (+4 eff.)
Fatigue: +10%
Changes stats: +5 Str / +3 Con
Maximum encumbrance: +20
Knockback immunity: +50%
Life regen: +2.00
Stamina each turn: +1.00
Maximum life: +45.00
Maximum stamina: +45.00
Size category: +1
A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special...
This item has been sent to the Item's Vault.
Behemoth Hide (4 def, 6 armour)Requires:
- Strength 22
Crafted by a master
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +4 (+2 eff.)
Ranged Defense: +8 (+4 eff.)
Fatigue: +10%
Changes stats: +5 Str / +3 Con
Maximum encumbrance: +20
Knockback immunity: +50%
Life regen: +2.00
Stamina each turn: +1.00
Maximum life: +45.00
Maximum stamina: +45.00
Size category: +1
A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special...
This item has been sent to the Item's Vault.
Blazevein the stralite waraxe (31-44 power, 5 apr)
Requires:
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
Type: weapon / waraxe ; tier 4
Base power: 31.5 - 44.1
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +5
Crit. chance: +6.5%
Attack speed: 100%
On weapon hit:
* 20% chance to reduce strength, dexterity, and constitution by 8
On weapon crit:
* Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3
Damage (radius 1) on hit: +4 blight
Damage (radius 2) on crit: +12 arcane
When wielded/worn:
Changes resistances penetration: +20% light
Changes damage: +15% light
Light radius: +3
One-handed war axes.
This item has been sent to the Item's Vault.
Blazevein the stralite waraxe (31-44 power, 5 apr)Requires:
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
Type: weapon / waraxe ; tier 4
Base power: 31.5 - 44.1
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +5
Crit. chance: +6.5%
Attack speed: 100%
On weapon hit:
* 20% chance to reduce strength, dexterity, and constitution by 8
On weapon crit:
* Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3
Damage (radius 1) on hit: +4 blight
Damage (radius 2) on crit: +12 arcane
When wielded/worn:
Changes resistances penetration: +20% light
Changes damage: +15% light
Light radius: +3
One-handed war axes.
This item has been sent to the Item's Vault.
Serpentine Cloak (20 def, 0 armour)
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 3
When wielded/worn:
Defense: +20 (+9 eff.)
Changes stats: +4 Dex / +4 Wil / +4 Cun
Changes resistances penetration: +20% nature
Changes damage: +20% nature
Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons
Poison immunity: +50%
Talent on hit(mindpower): Poison Strike (10% chance level 1).
Cunning and malice seem to emanate from this cloak.
This item has been sent to the Item's Vault.
Serpentine Cloak (20 def, 0 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 3
When wielded/worn:
Defense: +20 (+9 eff.)
Changes stats: +4 Dex / +4 Wil / +4 Cun
Changes resistances penetration: +20% nature
Changes damage: +20% nature
Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons
Poison immunity: +50%
Talent on hit(mindpower): Poison Strike (10% chance level 1).
Cunning and malice seem to emanate from this cloak.
This item has been sent to the Item's Vault.
Crystle's Astral Bindings (0 def, 0 armour)
Requires:
- Level 15
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 2
When wielded/worn:
Changes stats: +3 Mag
Changes resistances: +8% darkness / +8% temporal
Changes resistances penetration: +10% darkness / +10% temporal
Changes damage: +8% darkness / +8% temporal
N.Energy each turn: +0.20
Spellpower on spell critical (stacks up to 3 times): +4
Spellpower: +2 (+2 eff.)
Spell crit. chance: +3%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Talent on hit(spell): Dust to Dust (10% chance level 2).
Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings.
This item has been sent to the Item's Vault.
Crystle's Astral Bindings (0 def, 0 armour)Requires:
- Level 15
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 2
When wielded/worn:
Changes stats: +3 Mag
Changes resistances: +8% darkness / +8% temporal
Changes resistances penetration: +10% darkness / +10% temporal
Changes damage: +8% darkness / +8% temporal
N.Energy each turn: +0.20
Spellpower on spell critical (stacks up to 3 times): +4
Spellpower: +2 (+2 eff.)
Spell crit. chance: +3%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Talent on hit(spell): Dust to Dust (10% chance level 2).
Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings.
This item has been sent to the Item's Vault.
Gloves of the Firm Hand (0 def, 8 armour)
Requires:
- Level 15
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +8
Changes stats: +4 Con
Talent cooldown: Clinch (-2 turns)
Disarm immunity: +40%
Stun/Freeze immunity: +30%
Knockback immunity: +30%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability.
This item has been sent to the Item's Vault.
Gloves of the Firm Hand (0 def, 8 armour)Requires:
- Level 15
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +8
Changes stats: +4 Con
Talent cooldown: Clinch (-2 turns)
Disarm immunity: +40%
Stun/Freeze immunity: +30%
Knockback immunity: +30%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability.
This item has been sent to the Item's Vault.
Decayed Visage (0 def, 0 armour)
Requires:
- Magic 25
- Willpower 20
Powered by arcane forces
Infused by psionic forces
1.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce all saves and defense by 24
Damage when hit (Melee): 2 mind / 10 vim draining blight
Changes stats: +5 Wil / +3 Mag
Changes resistances: +13% mind
Changes resistances penetration: +15% blight
Changes damage: +8% blight / +5% arcane
Mental save: +16 (+8 eff.)
Confusion immunity: +28%
Maximum vim: +25.00
Spell crit. chance: +3%
It can be used to activate talent Vimsense (costing 25 power out of 45/45) :
Effective talent level: 2.0
Power cost: 25 out of 45/45.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10.
The evil touch will reduce their blight resistance by 4% and all saves by 7, but also make them aware of you.
The resistance and save reduction will improve with your Spellpower.
A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life.
This item has been sent to the Item's Vault.
Decayed Visage (0 def, 0 armour)Requires:
- Magic 25
- Willpower 20
Powered by arcane forces
Infused by psionic forces
1.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce all saves and defense by 24
Damage when hit (Melee): 2 mind / 10 vim draining blight
Changes stats: +5 Wil / +3 Mag
Changes resistances: +13% mind
Changes resistances penetration: +15% blight
Changes damage: +8% blight / +5% arcane
Mental save: +16 (+8 eff.)
Confusion immunity: +28%
Maximum vim: +25.00
Spell crit. chance: +3%
It can be used to activate talent Vimsense (costing 25 power out of 45/45) :
Effective talent level: 2.0
Power cost: 25 out of 45/45.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10.
The evil touch will reduce their blight resistance by 4% and all saves by 7, but also make them aware of you.
The resistance and save reduction will improve with your Spellpower.
A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life.
This item has been sent to the Item's Vault.
Delegorn the steel amulet
Requires:
- Level 15
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
[Random Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Armour: +4
Defense: +6 (+3 eff.)
Effects on melee hit:
* 20% chance to gain 10% of a turn (3/turn limit)
Changes stats: +2 Mag
Changes resistances: +6% temporal
Changes resistances cap: +2% all
Changes resistances penetration: +5% blight
Physical save: +22 (+8 eff.)
Spell save: +12 (+4 eff.)
Mental save: +13 (+6 eff.)
Mana each turn: +0.20
Spellpower on spell critical (stacks up to 3 times): +2
Maximum mana: +20.00
Amulets make your neck look great!
This item has been sent to the Item's Vault.
Delegorn the steel amuletRequires:
- Level 15
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
[Random Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Armour: +4
Defense: +6 (+3 eff.)
Effects on melee hit:
* 20% chance to gain 10% of a turn (3/turn limit)
Changes stats: +2 Mag
Changes resistances: +6% temporal
Changes resistances cap: +2% all
Changes resistances penetration: +5% blight
Physical save: +22 (+8 eff.)
Spell save: +12 (+4 eff.)
Mental save: +13 (+6 eff.)
Mana each turn: +0.20
Spellpower on spell critical (stacks up to 3 times): +2
Maximum mana: +20.00
Amulets make your neck look great!
This item has been sent to the Item's Vault.
Nuvon (21/21, 34-41 power, 5 apr)
Requires:
- Dexterity 24
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: ammo / shot ; tier 3
Base power: 34.5 - 41.4
Uses stats: 70% Dex, 50% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +5
Crit. chance: +9.0%
Capacity: 21
Travel speed: +400%
Damage (Ranged): +5 nature / +10 darkness
Damage against: +14% Living
When wielded/worn:
Ammo reloads per turn: +4
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.
Nuvon (21/21, 34-41 power, 5 apr)Requires:
- Dexterity 24
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: ammo / shot ; tier 3
Base power: 34.5 - 41.4
Uses stats: 70% Dex, 50% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +5
Crit. chance: +9.0%
Capacity: 21
Travel speed: +400%
Damage (Ranged): +5 nature / +10 darkness
Damage against: +14% Living
When wielded/worn:
Ammo reloads per turn: +4
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.
Staff of Destruction (20-24 power, 4 apr, fire element)
Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 100% Mag
Damage type: Fire
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold
Talent granted: +1 Command Staff
Spellpower: +10 (+4 eff.)
Spell crit. chance: +15%
Talent on hit(spell): Impending Doom (10% chance level 1).
This unique-looking staff is carved with runes of destruction.
This item has been sent to the Item's Vault.
Staff of Destruction (20-24 power, 4 apr, fire element)Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 100% Mag
Damage type: Fire
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold
Talent granted: +1 Command Staff
Spellpower: +10 (+4 eff.)
Spell crit. chance: +15%
Talent on hit(spell): Impending Doom (10% chance level 1).
This unique-looking staff is carved with runes of destruction.
This item has been sent to the Item's Vault.
magelord's elven-wood magestaff of channeling (25-30 power, 5 apr, lightning element)
Requires:
- Magic 35
Powered by arcane forces
5.00 Encumbrance.
Type: weapon / staff ; tier 4
It must be held with both hands.
Base power: 25.0 - 30.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Physical crit. chance: +9.0%
Damage (Melee): 17 arcane
Changes damage: +25% lightning
Talent granted: +1 Command Staff
Mana each turn: +0.42
Maximum mana: +63.00
Spellpower: +32 (+10 eff.)
Spell crit. chance: +4%
It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns)
Activation puts all charms on cooldown for 30 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
magelord's elven-wood magestaff of channeling (25-30 power, 5 apr, lightning element)Requires:
- Magic 35
Powered by arcane forces
5.00 Encumbrance.
Type: weapon / staff ; tier 4
It must be held with both hands.
Base power: 25.0 - 30.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Physical crit. chance: +9.0%
Damage (Melee): 17 arcane
Changes damage: +25% lightning
Talent granted: +1 Command Staff
Mana each turn: +0.42
Maximum mana: +63.00
Spellpower: +32 (+10 eff.)
Spell crit. chance: +4%
It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns)
Activation puts all charms on cooldown for 30 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
elven-wood magestaff of invocation (25-30 power, 5 apr, cold element)
Requires:
- Magic 35
Powered by arcane forces
5.00 Encumbrance.
Type: weapon / staff ; tier 4
It must be held with both hands.
Base power: 25.0 - 30.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +25% cold
Talent granted: +1 Command Staff
Spellpower on spell critical (stacks up to 3 times): +7
Spellpower: +19 (+7 eff.)
Spell crit. chance: +4%
It can be used to conjure elemental energy in a radius 8 cone, dealing 36.00 to 43.19 cold damage
Activation puts all charms on cooldown for 8 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
elven-wood magestaff of invocation (25-30 power, 5 apr, cold element)Requires:
- Magic 35
Powered by arcane forces
5.00 Encumbrance.
Type: weapon / staff ; tier 4
It must be held with both hands.
Base power: 25.0 - 30.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +25% cold
Talent granted: +1 Command Staff
Spellpower on spell critical (stacks up to 3 times): +7
Spellpower: +19 (+7 eff.)
Spell crit. chance: +4%
It can be used to conjure elemental energy in a radius 8 cone, dealing 36.00 to 43.19 cold damage
Activation puts all charms on cooldown for 8 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
ash magestaff 'Rimekarma' (15-18 power, 3 apr, cold element)
Requires:
- Magic 16
Crafted by a master
5.00 Encumbrance.
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 15.0 - 18.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +3
Crit. chance: +3.0%
Attack speed: 100%
When wielded/worn:
Changes resistances: +12% fire
Changes damage: +6% fire / +9% mind / +42% cold
Talent granted: +1 Command Staff
Critical mult.: +12.00%
Spellpower: +6 (+2 eff.)
Spell crit. chance: +9%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
ash magestaff 'Rimekarma' (15-18 power, 3 apr, cold element)Requires:
- Magic 16
Crafted by a master
5.00 Encumbrance.
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 15.0 - 18.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +3
Crit. chance: +3.0%
Attack speed: 100%
When wielded/worn:
Changes resistances: +12% fire
Changes damage: +6% fire / +9% mind / +42% cold
Talent granted: +1 Command Staff
Critical mult.: +12.00%
Spellpower: +6 (+2 eff.)
Spell crit. chance: +9%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Ereludor the ash starstaff (15-18 power, 3 apr, physical element)
Requires:
- Magic 16
Infused by nature
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 2
Base power: 15.0 - 18.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +1.0% proc dam (max 200%)
Armour Penetration: +3
Crit. chance: +3.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +1 Cun / +7 Con
Changes resistances: +6% light / +6% lightning
Changes damage: +15% physical
Talent granted: +1 Command Staff
Reduces incoming crit damage: 5.00%
Life regen: +1.20
Spellpower: +12 (+4 eff.)
Spell crit. chance: +2%
Healing mod.: +21%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Ereludor the ash starstaff (15-18 power, 3 apr, physical element)Requires:
- Magic 16
Infused by nature
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 2
Base power: 15.0 - 18.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +1.0% proc dam (max 200%)
Armour Penetration: +3
Crit. chance: +3.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +1 Cun / +7 Con
Changes resistances: +6% light / +6% lightning
Changes damage: +15% physical
Talent granted: +1 Command Staff
Reduces incoming crit damage: 5.00%
Life regen: +1.20
Spellpower: +12 (+4 eff.)
Spell crit. chance: +2%
Healing mod.: +21%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Blastwrest the yew starstaff (20-24 power, 4 apr, physical element)
Requires:
- Magic 24
Powered by arcane forces
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:
Effects on melee hit:
* 20% chance to reduce armor by 35%
Changes resistances: +12% darkness / +6% cold
Changes resistances penetration: +10% lightning
Changes damage: +6% lightning / +20% physical
Talent granted: +1 Command Staff
Spell save: +6 (+3 eff.)
Maximum life: +80.00
Spellpower: +9 (+3 eff.)
Spell crit. chance: +13%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Blastwrest the yew starstaff (20-24 power, 4 apr, physical element)Requires:
- Magic 24
Powered by arcane forces
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:
Effects on melee hit:
* 20% chance to reduce armor by 35%
Changes resistances: +12% darkness / +6% cold
Changes resistances penetration: +10% lightning
Changes damage: +6% lightning / +20% physical
Talent granted: +1 Command Staff
Spell save: +6 (+3 eff.)
Maximum life: +80.00
Spellpower: +9 (+3 eff.)
Spell crit. chance: +13%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
Worm Nest (0 def, 0 armour)
Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Changes stats: +15 Mag
Changes resistances: +13% all
Reduce damage by fixed amount: +22 all
Changes damage: +22% blight
Spellpower: +15 (+5 eff.)
Spell crit. chance: +8%
Movement speed: +32%
It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) :
Effective talent level: 3.0
Power cost: 15 out of 20/20.
Range: 7
Travel Speed: instantaneous
Is: a spell
Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%.
You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain.
Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn.
If at least 1 enemy is effected by the cone you gain an additional 20 insanity.
This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh.
This item has been sent to the Item's Vault.
Worm Nest (0 def, 0 armour)Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Changes stats: +15 Mag
Changes resistances: +13% all
Reduce damage by fixed amount: +22 all
Changes damage: +22% blight
Spellpower: +15 (+5 eff.)
Spell crit. chance: +8%
Movement speed: +32%
It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) :
Effective talent level: 3.0
Power cost: 15 out of 20/20.
Range: 7
Travel Speed: instantaneous
Is: a spell
Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%.
You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain.
Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn.
If at least 1 enemy is effected by the cone you gain an additional 20 insanity.
This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh.
This item has been sent to the Item's Vault.
Evermoss Robe (12 def, 0 armour)
Requires:
- Level 25
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Defense: +12 (+12 eff.)
Damage when hit (Melee): 35 nature slow
Changes stats: +5 Wil
Changes resistances: +25% nature / +13% all
Changes resistances penetration: +10% nature
Changes damage: +30% nature
Talent mastery: +0.30 Wild-gift / Moss
Physical save: +15 (+6 eff.)
Life regen: +0.20
Mindpower: +12 (+6 eff.)
Mental crit. chance: +5%
Healing mod.: +15%
This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties.
This item has been sent to the Item's Vault.
Evermoss Robe (12 def, 0 armour)Requires:
- Level 25
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Defense: +12 (+12 eff.)
Damage when hit (Melee): 35 nature slow
Changes stats: +5 Wil
Changes resistances: +25% nature / +13% all
Changes resistances penetration: +10% nature
Changes damage: +30% nature
Talent mastery: +0.30 Wild-gift / Moss
Physical save: +15 (+6 eff.)
Life regen: +0.20
Mindpower: +12 (+6 eff.)
Mental crit. chance: +5%
Healing mod.: +15%
This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties.
This item has been sent to the Item's Vault.
Storm Bringer's Gauntlets (0 def, 5 armour)
Requires:
- Heavy armour training
Powered by arcane forces
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +5
Changes stats: +6 Mag
Changes resistances: +15% lightning
Changes damage: +15% lightning
Critical mult.: +20.00%
Spellpower: +12 (+4 eff.)
Spell crit. chance: +5%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Talent level: +1 to all lightning damage spells.
Talent on hit(spell): Lightning (10% chance level 1).
This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.
This item has been sent to the Item's Vault.
Storm Bringer's Gauntlets (0 def, 5 armour)Requires:
- Heavy armour training
Powered by arcane forces
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +5
Changes stats: +6 Mag
Changes resistances: +15% lightning
Changes damage: +15% lightning
Critical mult.: +20.00%
Spellpower: +12 (+4 eff.)
Spell crit. chance: +5%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Talent level: +1 to all lightning damage spells.
Talent on hit(spell): Lightning (10% chance level 1).
This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.
This item has been sent to the Item's Vault.