2 schematic: Razor Edge
Requires:
- Talent Create Tinker
0.10 Encumbrance.
Type: scroll / schematic ; tier 1
[already known tinker]
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.
2 schematic: Razor EdgeRequires:
- Talent Create Tinker
0.10 Encumbrance.
Type: scroll / schematic ; tier 1
[already known tinker]
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.
Storm Bringer's Gauntlets (0 def, 5 armour) =vault=
1.5 Encumbrance
T3 hands armor
[Unique]
Arcane
While equipped:
Stats +6 Mag
offense ------
Spell Crit +5%
Critical power +20.00%
Spellpower +12 (+3 eff.)
Damage +15% lightning
defense ------
Armor +5
Resistance +15% lightning
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
On Spell Hit: 10% Lightning level 1
Talent level: +1 to all lightning damage spells.
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) =vault=1.5 Encumbrance
T3 hands armor
[Unique]
Arcane
While equipped:
Stats +6 Mag
offense ------
Spell Crit +5%
Critical power +20.00%
Spellpower +12 (+3 eff.)
Damage +15% lightning
defense ------
Armor +5
Resistance +15% lightning
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
On Spell Hit: 10% Lightning level 1
Talent level: +1 to all lightning damage spells.
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.
Dagger of the Past (129% power, 20 apr) =vault=
1.0 Encumbrance
T3 dagger 1H weapon
Reqs Dex 24
[Unique]
Arcane
Potentially it would go with a sword in the future.
Weapon Damage 129% Range: 1.0x-1.3x
Uses 50% Mag, 50% Dex
Damage Physical
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +20
Critical Rate +20.0%
Attack Speed 111%
On-hit +5 temporal
Damage Conversion 30% temporal
While equipped:
offense ------
Move Speed +20%
Damage +5% temporal
defense ------
Defense +10 (+5 eff.)
Spell save +10 (+4 eff.)
Out-of-Phase Defense +10
Out-of-Phase Resistance +5%
Out-of-Phase Resilience +15%
other -------
Masteries
+0.10 Chronomancy/Blade Threading
+0.10 Chronomancy/Temporal Guardian
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 (129% power, 20 apr) =vault=1.0 Encumbrance
T3 dagger 1H weapon
Reqs Dex 24
[Unique]
Arcane
Potentially it would go with a sword in the future.
Weapon Damage 129% Range: 1.0x-1.3x
Uses 50% Mag, 50% Dex
Damage Physical
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +20
Critical Rate +20.0%
Attack Speed 111%
On-hit +5 temporal
Damage Conversion 30% temporal
While equipped:
offense ------
Move Speed +20%
Damage +5% temporal
defense ------
Defense +10 (+5 eff.)
Spell save +10 (+4 eff.)
Out-of-Phase Defense +10
Out-of-Phase Resistance +5%
Out-of-Phase Resilience +15%
other -------
Masteries
+0.10 Chronomancy/Blade Threading
+0.10 Chronomancy/Temporal Guardian
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.
Fists of the Desert Scorpion (8 def, 4 armour) =brawler vault=
1.5 Encumbrance
T3 hands armor
[Unique]
Master/Psionic
While equipped:
Stats +3 Str +3 Wil +3 Cun
offense ------
Mindpower +3 (+0 eff.)
Damage +8% physical
defense ------
Armor +4
Defense +8 (+4 eff.)
Disarm Resist +40%
other -------
Masteries
+0.20 Technique/Grappling
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Mindhook:
Effective talent level: 5.5
Power cost 12 out of 24/24.
Range 6
Cooldown: 8
Travel.spd instantaneous
Is: a mind power
Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn.
Works on enemies up to 6 squares away.
The cooldown decreases, and the range increases, with additional talent points spent.
These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them.
Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people.
This item has been sent to the Item's Vault.
Fists of the Desert Scorpion (8 def, 4 armour) =brawler vault=1.5 Encumbrance
T3 hands armor
[Unique]
Master/Psionic
While equipped:
Stats +3 Str +3 Wil +3 Cun
offense ------
Mindpower +3 (+0 eff.)
Damage +8% physical
defense ------
Armor +4
Defense +8 (+4 eff.)
Disarm Resist +40%
other -------
Masteries
+0.20 Technique/Grappling
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Mindhook:
Effective talent level: 5.5
Power cost 12 out of 24/24.
Range 6
Cooldown: 8
Travel.spd instantaneous
Is: a mind power
Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn.
Works on enemies up to 6 squares away.
The cooldown decreases, and the range increases, with additional talent points spent.
These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them.
Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people.
This item has been sent to the Item's Vault.
Radiance (15 def, 0 armour)
2.0 Encumbrance
T5 cloak armor
[Unique]
Arcane
While equipped:
Stats +10 Cun +10 Mag
offense ------
Spellpower +20 (+4 eff.)
Damage +25% light
When Hit 30 blinding light
defense ------
Defense +15 (+3 eff.)
Resistance +30% light +30% darkness
Max Resistance +10% light
Category Bonus +0.20 Celestial
This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light.
This item has been sent to the Item's Vault.
Radiance (15 def, 0 armour)2.0 Encumbrance
T5 cloak armor
[Unique]
Arcane
While equipped:
Stats +10 Cun +10 Mag
offense ------
Spellpower +20 (+4 eff.)
Damage +25% light
When Hit 30 blinding light
defense ------
Defense +15 (+3 eff.)
Resistance +30% light +30% darkness
Max Resistance +10% light
Category Bonus +0.20 Celestial
This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light.
This item has been sent to the Item's Vault.
Dawn's Blade (161% power, 7 apr)
3.0 Encumbrance
T5 longsword 1H weapon
[Unique]
Arcane
If the sun doesn't set, dawn's power lasts forever.
Weapon Damage 162% Range: 1.0x-1.4x
Uses 40% Wil, 25% Mag, 80% Str
Damage Light
Mastery Weapons Mastery
Accuracy Bonus +0.4% critical power (max 40%)
Ignore Armor +7
Critical Rate +5.0%
Attack Speed 100%
Damage Against +25% Undead +25% Demon
While equipped:
offense ------
Spell Crit +4%
Spellpower +10 (+2 eff.)
Damage +20% light
Ignore resists +25% light
other -------
Light +2
Cooldown Healing Light -3
Barrier -5
Providence -10
Bathe in Light -5
Masteries
+0.20 Celestial/Sun
+0.20 Celestial/Combat
+0.20 Celestial/Light
Invoke dawn, inflicting 458.26 light damage in radius 5 (based on Magic) and lighting the area within radius 10.
Uses 20 power out of 35/35
Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows.
This item has been sent to the Item's Vault.
Dawn's Blade (161% power, 7 apr)3.0 Encumbrance
T5 longsword 1H weapon
[Unique]
Arcane
If the sun doesn't set, dawn's power lasts forever.
Weapon Damage 162% Range: 1.0x-1.4x
Uses 40% Wil, 25% Mag, 80% Str
Damage Light
Mastery Weapons Mastery
Accuracy Bonus +0.4% critical power (max 40%)
Ignore Armor +7
Critical Rate +5.0%
Attack Speed 100%
Damage Against +25% Undead +25% Demon
While equipped:
offense ------
Spell Crit +4%
Spellpower +10 (+2 eff.)
Damage +20% light
Ignore resists +25% light
other -------
Light +2
Cooldown Healing Light -3
Barrier -5
Providence -10
Bathe in Light -5
Masteries
+0.20 Celestial/Sun
+0.20 Celestial/Combat
+0.20 Celestial/Light
Invoke dawn, inflicting 458.26 light damage in radius 5 (based on Magic) and lighting the area within radius 10.
Uses 20 power out of 35/35
Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows.
This item has been sent to the Item's Vault.
Pendant of the Sun and Moons
0.1 Encumbrance
T4 amulet jewelry
[Unique]
Arcane
While equipped:
offense ------
Spell Crit +5%
Spellpower +8 (+2 eff.)
Damage +8% light +8% darkness
Ignore resists +15% light +15% darkness
defense ------
Resistance +10% light +10% darkness
Max Resistance +5% light +5% darkness
All your damage is converted and split into light and darkness.
Circle of Sanctity: (Instant)
Effective talent level: 4.5
Power cost 17 out of 60/60.
Range melee/personal
Cooldown: 20
Travel.spd instantaneous
Is: a spell
Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 39 light damage to everyone else who enters. The circle lasts 5 turns.
This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders.
This item has been sent to the Item's Vault.
Pendant of the Sun and Moons0.1 Encumbrance
T4 amulet jewelry
[Unique]
Arcane
While equipped:
offense ------
Spell Crit +5%
Spellpower +8 (+2 eff.)
Damage +8% light +8% darkness
Ignore resists +15% light +15% darkness
defense ------
Resistance +10% light +10% darkness
Max Resistance +5% light +5% darkness
All your damage is converted and split into light and darkness.
Circle of Sanctity: (Instant)
Effective talent level: 4.5
Power cost 17 out of 60/60.
Range melee/personal
Cooldown: 20
Travel.spd instantaneous
Is: a spell
Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 39 light damage to everyone else who enters. The circle lasts 5 turns.
This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders.
This item has been sent to the Item's Vault.