Spellhunt Remnants (1 def, 2 armour)
Requires:
- Talent Armour Training
Infused by arcane disrupting forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 1
When wielded/worn:
Armour: +2
Defense: +1 (+1 eff.)
Spell save: +4 (+1 eff.)
Mindpower: +4 (+1 eff.)
Mental crit. chance: +1%
It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150.
These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.
This item has been sent to the Item's Vault.
Spellhunt Remnants (1 def, 2 armour)Requires:
- Talent Armour Training
Infused by arcane disrupting forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 1
When wielded/worn:
Armour: +2
Defense: +1 (+1 eff.)
Spell save: +4 (+1 eff.)
Mindpower: +4 (+1 eff.)
Mental crit. chance: +1%
It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150.
These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.
This item has been sent to the Item's Vault.
Black Mesh (8 def, 2 armour, 93.5 block)
Requires:
- Strength 20
- Talent Armour Training (level 2)
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 3
When wielded/worn:
Armour: +2
Defense: +8 (+4 eff.)
Ranged Defense: +8 (+4 eff.)
Fatigue: +12%
Changes resistances: +15% blight / +30% darkness
Talent granted: +3 Block
Stamina each turn: +2.00
Special effect on block: 30% chance of pulling in the attacker
Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass.
This item has been sent to the Item's Vault.
Black Mesh (8 def, 2 armour, 93.5 block)Requires:
- Strength 20
- Talent Armour Training (level 2)
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 3
When wielded/worn:
Armour: +2
Defense: +8 (+4 eff.)
Ranged Defense: +8 (+4 eff.)
Fatigue: +12%
Changes resistances: +15% blight / +30% darkness
Talent granted: +3 Block
Stamina each turn: +2.00
Special effect on block: 30% chance of pulling in the attacker
Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass.
This item has been sent to the Item's Vault.
Obstinate Force (15 def, 8 armour, 220 block)
Requires:
- Willpower 28
- Talent Armour Training (level 2)
Infused by psionic forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 4
When wielded/worn:
Armour: +8
Defense: +15 (+7 eff.)
Ranged Defense: +15 (+7 eff.)
Fatigue: +10%
Changes stats: +4 Wil
Changes resistances: +25% mind / +25% physical
Talent granted: +4 Block
Physical save: +5 (+2 eff.)
Spell save: +5 (+2 eff.)
This shield is little more than a handle and a shimmer in the air, but your hand flatly refuses to pass through it.
This item has been sent to the Item's Vault.
Obstinate Force (15 def, 8 armour, 220 block)Requires:
- Willpower 28
- Talent Armour Training (level 2)
Infused by psionic forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 4
When wielded/worn:
Armour: +8
Defense: +15 (+7 eff.)
Ranged Defense: +15 (+7 eff.)
Fatigue: +10%
Changes stats: +4 Wil
Changes resistances: +25% mind / +25% physical
Talent granted: +4 Block
Physical save: +5 (+2 eff.)
Spell save: +5 (+2 eff.)
This shield is little more than a handle and a shimmer in the air, but your hand flatly refuses to pass through it.
This item has been sent to the Item's Vault.
Helm of the Dwarven Emperors (0 def, 6 armour)
Requires:
- Talent Armour Training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
When wielded/worn:
Armour: +6
Fatigue: +4%
Changes stats: +3 Wil / +4 Mag
Changes damage: +8% light
Blindness immunity: +30%
Confusion immunity: +30%
Light radius: +1
It can be used to activate talent Sun Flare (costing 30 power out of 30/30) :
Effective talent level: 3.0
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6).
At level 3 it will also do 18.12 light damage within radius 3.
The damage done will increase with your Spellpower.
A Dwarven helm embedded with a single diamond that can banish all underground shadows.
This item has been sent to the Item's Vault.
Helm of the Dwarven Emperors (0 def, 6 armour)Requires:
- Talent Armour Training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
When wielded/worn:
Armour: +6
Fatigue: +4%
Changes stats: +3 Wil / +4 Mag
Changes damage: +8% light
Blindness immunity: +30%
Confusion immunity: +30%
Light radius: +1
It can be used to activate talent Sun Flare (costing 30 power out of 30/30) :
Effective talent level: 3.0
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6).
At level 3 it will also do 18.12 light damage within radius 3.
The damage done will increase with your Spellpower.
A Dwarven helm embedded with a single diamond that can banish all underground shadows.
This item has been sent to the Item's Vault.
Acera (33-46.2 power, 4 apr)
Requires:
- Strength 40
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 3
Base power: 33.0 - 46.2
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +4
Physical crit. chance: +10.0%
Attack speed: 100%
Damage (Melee): +12 acid
Burst (radius 2) on crit: +40 corrosive acid
When wielded/worn:
Physical crit. chance: +10.0%
Changes resistances: +15% acid
Changes resistances penetration: +10% physical
Changes damage: +15% acid
Spell crit. chance: +10%
It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) :
Effective talent level: 4.0
Power cost: 30 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken.
When this effect ends or the target dies the worm will explode, dealing 17 acid damage in a 4 radius ball. This damage will increase by 10% of all damage taken while infected.
The damage dealt by the effect will increase with spellpower.
This warped, blackened sword drips acid from its countless pores.
This item has been sent to the Item's Vault.
Acera (33-46.2 power, 4 apr)Requires:
- Strength 40
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 3
Base power: 33.0 - 46.2
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +4
Physical crit. chance: +10.0%
Attack speed: 100%
Damage (Melee): +12 acid
Burst (radius 2) on crit: +40 corrosive acid
When wielded/worn:
Physical crit. chance: +10.0%
Changes resistances: +15% acid
Changes resistances penetration: +10% physical
Changes damage: +15% acid
Spell crit. chance: +10%
It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) :
Effective talent level: 4.0
Power cost: 30 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken.
When this effect ends or the target dies the worm will explode, dealing 17 acid damage in a 4 radius ball. This damage will increase by 10% of all damage taken while infected.
The damage dealt by the effect will increase with spellpower.
This warped, blackened sword drips acid from its countless pores.
This item has been sent to the Item's Vault.