Morrigor (50-70 power, 12 apr)
Requires:
- Magic 40
Powered by arcane forces
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Base power: 50.0 - 70.0
Uses stats: 60% Mag, 60% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +12
Crit. chance: +7.0%
Attack speed: 100%
On weapon hit:
* deal 24.20 arcane and 20.00 darkness damage (based on Magic) in a radius 1 around the target
On weapon kill:
* swallows the victim's soul, gaining a new power
When wielded/worn:
Talent granted: +1 Soul Purge
Spellpower: +24 (+10 eff.)
Spell crit. chance: +12%
This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company.
This item has been sent to the Item's Vault.
Morrigor (50-70 power, 12 apr)Requires:
- Magic 40
Powered by arcane forces
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Base power: 50.0 - 70.0
Uses stats: 60% Mag, 60% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +12
Crit. chance: +7.0%
Attack speed: 100%
On weapon hit:
* deal 24.20 arcane and 20.00 darkness damage (based on Magic) in a radius 1 around the target
On weapon kill:
* swallows the victim's soul, gaining a new power
When wielded/worn:
Talent granted: +1 Soul Purge
Spellpower: +24 (+10 eff.)
Spell crit. chance: +12%
This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company.
This item has been sent to the Item's Vault.
Steel Helm of Garkul (0 def, 6 armour)
Requires:
- Heavy armour training
- Strength 16
Infused by nature
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
It is part of a set of items.
Another of Garkul's heirlooms would bring out his spirit.
When wielded/worn:
Armour: +6
Fatigue: +8%
Changes stats: +5 Str / +4 Wil / +5 Con
Changes damage: +10% physical
Talent mastery: +0.20 Technique / Thuggery
Physical save: +12 (+6 eff.)
Spell save: +12 (+6 eff.)
Mental save: +12 (+11 eff.)
A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.
This item has been sent to the Item's Vault.
Steel Helm of Garkul (0 def, 6 armour)Requires:
- Heavy armour training
- Strength 16
Infused by nature
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
It is part of a set of items.
Another of Garkul's heirlooms would bring out his spirit.
When wielded/worn:
Armour: +6
Fatigue: +8%
Changes stats: +5 Str / +4 Wil / +5 Con
Changes damage: +10% physical
Talent mastery: +0.20 Technique / Thuggery
Physical save: +12 (+6 eff.)
Spell save: +12 (+6 eff.)
Mental save: +12 (+11 eff.)
A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.
This item has been sent to the Item's Vault.
Crown of Burning Pain (13 def, 0 armour)
Requires:
- Cunning 25
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +13 (+5 eff.)
Fatigue: +4%
Changes stats: +6 Cun / +6 Wil
Changes resistances: +35% fire
Changes damage: +35% fire
It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) :
Effective talent level: 2.0
Power cost: 25 out of 50/50.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target.
Each meteor smashes everything within radius 2, dealing 26.66 fire and 26.15 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns.
The damage increases with your Spellpower.
This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor.
This item has been sent to the Item's Vault.
Crown of Burning Pain (13 def, 0 armour)Requires:
- Cunning 25
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +13 (+5 eff.)
Fatigue: +4%
Changes stats: +6 Cun / +6 Wil
Changes resistances: +35% fire
Changes damage: +35% fire
It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) :
Effective talent level: 2.0
Power cost: 25 out of 50/50.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target.
Each meteor smashes everything within radius 2, dealing 26.66 fire and 26.15 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns.
The damage increases with your Spellpower.
This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor.
This item has been sent to the Item's Vault.
Mummified Egg-sac of Ungolë
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: misc / egg
When carried:
Light radius: -2
It can be used to summon up to 2 spiders
Activation costs 80 power out of 100/100.
Dry and dusty to the touch, it still seems to retain some shadow of life.
This item has been sent to the Item's Vault.
Mummified Egg-sac of UngolëRequires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: misc / egg
When carried:
Light radius: -2
It can be used to summon up to 2 spiders
Activation costs 80 power out of 100/100.
Dry and dusty to the touch, it still seems to retain some shadow of life.
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: 50% 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 (+5 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+5 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: 50% 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 (+5 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+5 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.
Tarrelar the steel greatmaul (40-61 power, 2 apr)
Requires:
- Strength 16
Crafted by a master
5.00 Encumbrance.
Type: weapon / greatmaul ; tier 2
It must be held with both hands.
Base power: 40.5 - 60.8
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +2
Crit. chance: +1.0%
Attack speed: 100%
When wielded/worn:
Armour penetration: +5
Defense: +10 (+5 eff.)
Changes resistances penetration: +25% physical
Only die when reaching: -40.00 life
Massive two-handed mauls.
This item has been sent to the Item's Vault.
Tarrelar the steel greatmaul (40-61 power, 2 apr)Requires:
- Strength 16
Crafted by a master
5.00 Encumbrance.
Type: weapon / greatmaul ; tier 2
It must be held with both hands.
Base power: 40.5 - 60.8
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +2
Crit. chance: +1.0%
Attack speed: 100%
When wielded/worn:
Armour penetration: +5
Defense: +10 (+5 eff.)
Changes resistances penetration: +25% physical
Only die when reaching: -40.00 life
Massive two-handed mauls.
This item has been sent to the Item's Vault.
impenetrable iron plate armour of fire resistance (0 def, 14 armour)
Requires:
- Massive armour training
- Strength 22
Crafted by a master
17.00 Encumbrance.
Type: armor / massive ; tier 1
When wielded/worn:
Armour: +14
Fatigue: +22%
Changes resistances: +16% fire
A suit of armour made of metal plates.
This item has been sent to the Item's Vault.
impenetrable iron plate armour of fire resistance (0 def, 14 armour)Requires:
- Massive armour training
- Strength 22
Crafted by a master
17.00 Encumbrance.
Type: armor / massive ; tier 1
When wielded/worn:
Armour: +14
Fatigue: +22%
Changes resistances: +16% fire
A suit of armour made of metal plates.
This item has been sent to the Item's Vault.
Dairodunafang (0 def, 2 armour)
Requires:
- Heavy armour training
Crafted by a master
1.50 Encumbrance.
Type: armor / hands ; tier 2
When wielded/worn:
Physical power: +6 (+2 eff.)
Armour: +2
Fatigue: +3%
Changes stats: +3 Str
Changes damage: +3% acid
Critical mult.: +10.00%
Cut immunity: +20%
Teleport immunity: +10%
Life regen: +4.00
Hate when firing a critical mind attack: +1.00
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Metal gloves protecting the hands up to the middle of the lower arm.
This item has been sent to the Item's Vault.
Dairodunafang (0 def, 2 armour)Requires:
- Heavy armour training
Crafted by a master
1.50 Encumbrance.
Type: armor / hands ; tier 2
When wielded/worn:
Physical power: +6 (+2 eff.)
Armour: +2
Fatigue: +3%
Changes stats: +3 Str
Changes damage: +3% acid
Critical mult.: +10.00%
Cut immunity: +20%
Teleport immunity: +10%
Life regen: +4.00
Hate when firing a critical mind attack: +1.00
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Metal gloves protecting the hands up to the middle of the lower arm.
This item has been sent to the Item's Vault.
schematic: Payload
Requires:
- Talent Create Tinker
0.10 Encumbrance.
[Unique]
Type: scroll / schematic ; tier 5
[can be learnt]
It can be used to learn how to build this tinker.
Schematics are used by tinkers to learn how to build new constructs.
This item has been sent to the Item's Vault.
schematic: PayloadRequires:
- Talent Create Tinker
0.10 Encumbrance.
[Unique]
Type: scroll / schematic ; tier 5
[can be learnt]
It can be used to learn how to build this tinker.
Schematics are used by tinkers to learn how to build new constructs.
This item has been sent to the Item's Vault.
Prismatic Rune (6 turns; lightning, temporal, cold, fire, mind, physical)
Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 temporal, 3 cold, 4 fire, 3 mind, 2 physical
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.
Prismatic Rune (6 turns; lightning, temporal, cold, fire, mind, physical)Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 temporal, 3 cold, 4 fire, 3 mind, 2 physical
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.
Ring of Lost Love
Requires:
- Level 25
Powered by arcane forces
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 4
When wielded/worn:
Changes stats: -10 Lck / +6 Wil
Changes resistances: +25% mind
You feel something is very wrong with this ring.
It can be used to summon Crimson Paladin John
Activation costs 80 power out of 100/100.
This crimson ring has a palpable bittersweet feel to it.
Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John"
This item has been sent to the Item's Vault.
Ring of Lost LoveRequires:
- Level 25
Powered by arcane forces
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 4
When wielded/worn:
Changes stats: -10 Lck / +6 Wil
Changes resistances: +25% mind
You feel something is very wrong with this ring.
It can be used to summon Crimson Paladin John
Activation costs 80 power out of 100/100.
This crimson ring has a palpable bittersweet feel to it.
Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John"
This item has been sent to the Item's Vault.
Summertide (17 def, 15 armour, 52-62 power, 260 block)
Requires:
- Shield usage training
- Willpower 28
- Strength 20
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
When used to attack (with talents):
Base power: 52.0 - 62.4
Uses stat: 100% Str
Damage type: Light
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +4.5%
Block value: +260
On weapon hit:
* 30% chance to blind
* releases a burst of light
When wielded/worn:
Armour: +15
Defense: +17 (+6 eff.)
Ranged Defense: +17 (+6 eff.)
Fatigue: +12%
Changes stats: +3 Cun / +5 Wil
Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind
Changes resistances penetration: +10% fire / +10% light / +10% mind
Changes damage: +10% fire / +15% mind / +15% light
Talent granted: +1 Block
Mental save: +18 (+9 eff.)
Blindness immunity: +100%
Confusion immunity: +25%
Maximum psi: +20.00
Mindpower: +8 (+4 eff.)
Light radius: +3
It can be used to send out a range 7 beam, lighting its path and dealing 36.53 to 45.67 light damage (based on Willpower and Cunning)
Activation costs 12 power out of 30/30.
A bright light shines from the center of this shield. Holding it clears your mind.
This item has been sent to the Item's Vault.
Summertide (17 def, 15 armour, 52-62 power, 260 block)Requires:
- Shield usage training
- Willpower 28
- Strength 20
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
When used to attack (with talents):
Base power: 52.0 - 62.4
Uses stat: 100% Str
Damage type: Light
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +4.5%
Block value: +260
On weapon hit:
* 30% chance to blind
* releases a burst of light
When wielded/worn:
Armour: +15
Defense: +17 (+6 eff.)
Ranged Defense: +17 (+6 eff.)
Fatigue: +12%
Changes stats: +3 Cun / +5 Wil
Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind
Changes resistances penetration: +10% fire / +10% light / +10% mind
Changes damage: +10% fire / +15% mind / +15% light
Talent granted: +1 Block
Mental save: +18 (+9 eff.)
Blindness immunity: +100%
Confusion immunity: +25%
Maximum psi: +20.00
Mindpower: +8 (+4 eff.)
Light radius: +3
It can be used to send out a range 7 beam, lighting its path and dealing 36.53 to 45.67 light damage (based on Willpower and Cunning)
Activation costs 12 power out of 30/30.
A bright light shines from the center of this shield. Holding it clears your mind.
This item has been sent to the Item's Vault.
Dream Malleus (56-84 power, 5 apr)
Requires:
- Willpower 25
- Strength 25
Crafted by a master
Infused by psionic forces
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 4
It must be held with both hands.
Base power: 56.0 - 84.0
Uses stats: 70% Wil, 70% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +5
Attack speed: 100%
On weapon hit:
* 27% chance to reduce all saves and defense by 23
* Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn)
Damage (Melee): +23 mind
When wielded/worn:
Accuracy: +7 (+2 eff.)
Defense: +12 (+4 eff.)
Changes stats: +6 Mag / +2 Wil / +2 Cun / +3 Con
Changes damage: +10% mind / +10% physical
Talent cooldown: Hammer Toss (-2 turns)
Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss
Disarm immunity: +38%
Psi each turn: +0.10
Mindpower: +15 (+7 eff.)
Mental crit. chance: +5%
A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel.
This item has been sent to the Item's Vault.
Dream Malleus (56-84 power, 5 apr)Requires:
- Willpower 25
- Strength 25
Crafted by a master
Infused by psionic forces
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 4
It must be held with both hands.
Base power: 56.0 - 84.0
Uses stats: 70% Wil, 70% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +5
Attack speed: 100%
On weapon hit:
* 27% chance to reduce all saves and defense by 23
* Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn)
Damage (Melee): +23 mind
When wielded/worn:
Accuracy: +7 (+2 eff.)
Defense: +12 (+4 eff.)
Changes stats: +6 Mag / +2 Wil / +2 Cun / +3 Con
Changes damage: +10% mind / +10% physical
Talent cooldown: Hammer Toss (-2 turns)
Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss
Disarm immunity: +38%
Psi each turn: +0.10
Mindpower: +15 (+7 eff.)
Mental crit. chance: +5%
A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel.
This item has been sent to the Item's Vault.
Therapeutic Platemail (4 def, 10 armour)
Requires:
- Massive armour training
- Strength 22
Crafted by a master
Powered by steamtech
12.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 2
When wielded/worn:
Armour: +10
Defense: +4 (+2 eff.)
Fatigue: +22%
Changes stats: +3 Dex / +3 Con
Changes resistances: +15% cold / +10% fire
Healing mod.: +30%
Steampower: +10 (+5 eff.)
It can be used to cleanse up to 3 poisons or wounds detrimental effects
Activation costs 12 power out of 20/20.
This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist.
This item has been sent to the Item's Vault.
Therapeutic Platemail (4 def, 10 armour)Requires:
- Massive armour training
- Strength 22
Crafted by a master
Powered by steamtech
12.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 2
When wielded/worn:
Armour: +10
Defense: +4 (+2 eff.)
Fatigue: +22%
Changes stats: +3 Dex / +3 Con
Changes resistances: +15% cold / +10% fire
Healing mod.: +30%
Steampower: +10 (+5 eff.)
It can be used to cleanse up to 3 poisons or wounds detrimental effects
Activation costs 12 power out of 20/20.
This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist.
This item has been sent to the Item's Vault.