reinforced leather sling 'Woetreason'
Requires:
- Dexterity 35
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
Type: weapon / sling ; tier 4
Attack speed: 70%
Firing range: +9
Travel speed: +200%
Burst (radius 1) on hit: +2 darkness
When wielded/worn:
Damage when the wearer is hit: 12 darkness
Changes resistances penetration: +21% physical
Changes damage: +30% physical / +6% light
Slings are used to hurl stones or metal shots at your foes.
This item has been sent to the Item's Vault.
reinforced leather sling 'Woetreason'Requires:
- Dexterity 35
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
Type: weapon / sling ; tier 4
Attack speed: 70%
Firing range: +9
Travel speed: +200%
Burst (radius 1) on hit: +2 darkness
When wielded/worn:
Damage when the wearer is hit: 12 darkness
Changes resistances penetration: +21% physical
Changes damage: +30% physical / +6% light
Slings are used to hurl stones or metal shots at your foes.
This item has been sent to the Item's Vault.
Trident of the Tides (80-112 power, 20 apr)
Requires:
- Strength 35
Infused by nature
3.00 Encumbrance.
1.20 Ego Multiplier.
Type: weapon / trident ; tier 4
It must be held with both hands.
Base power: 80.0 - 112.0
Uses stat: 140% Str
Damage type: Physical
Armour Penetration: +20
Physical crit. chance: +15.0%
Attack speed: 100%
When this weapon hits: Water Bolt (40% chance level 3).
Damage when this weapon hits: +20 nature / +15 cold
When wielded/worn:
Accuracy: +10
Changes resistances: +25% cold
Changes damage: +20% cold
Spell save: +18
See invisible: +2
Talent on hit(spell): Water Bolt (20% chance level 3).
It can be used to activate talent Freeze (costing 60 power out of 150/150) :
Effective talent level: 3.0
Power cost: 60 out of 150/150.
Range: 10.00
Travel Speed: instantaneous
Is: a spell
Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 48.55.
The damage will increase with your Spellpower.
The power of the tides rushing through this trident.
Tridents require the exotic weapons mastery talent to use correctly.
This item has been sent to the Item's Vault.
Trident of the Tides (80-112 power, 20 apr)Requires:
- Strength 35
Infused by nature
3.00 Encumbrance.
1.20 Ego Multiplier.
Type: weapon / trident ; tier 4
It must be held with both hands.
Base power: 80.0 - 112.0
Uses stat: 140% Str
Damage type: Physical
Armour Penetration: +20
Physical crit. chance: +15.0%
Attack speed: 100%
When this weapon hits: Water Bolt (40% chance level 3).
Damage when this weapon hits: +20 nature / +15 cold
When wielded/worn:
Accuracy: +10
Changes resistances: +25% cold
Changes damage: +20% cold
Spell save: +18
See invisible: +2
Talent on hit(spell): Water Bolt (20% chance level 3).
It can be used to activate talent Freeze (costing 60 power out of 150/150) :
Effective talent level: 3.0
Power cost: 60 out of 150/150.
Range: 10.00
Travel Speed: instantaneous
Is: a spell
Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 48.55.
The damage will increase with your Spellpower.
The power of the tides rushing through this trident.
Tridents require the exotic weapons mastery talent to use correctly.
This item has been sent to the Item's Vault.
Eldritch Pearl
Powered by arcane forces
0.00 Encumbrance.
Type: lite / lite
When wielded/worn:
Physical power: +12
Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck
Allows you to breathe in: water
Spellpower: +12
Light radius: +6
It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) :
Effective talent level: 4.0
Power cost: 80 out of 150/150.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 2, doing 5.75 cold damage and 6.31 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 3 turns.
The damage and duration will increase with your Spellpower.
Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light.
This item has been sent to the Item's Vault.
Eldritch PearlPowered by arcane forces
0.00 Encumbrance.
Type: lite / lite
When wielded/worn:
Physical power: +12
Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck
Allows you to breathe in: water
Spellpower: +12
Light radius: +6
It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) :
Effective talent level: 4.0
Power cost: 80 out of 150/150.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 2, doing 5.75 cold damage and 6.31 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 3 turns.
The damage and duration will increase with your Spellpower.
Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light.
This item has been sent to the Item's Vault.
The Gaping Maw (72-108 power, 4 apr)
Requires:
- Strength 60
Infused by nature
Infused by arcane disrupting forces
3.00 Encumbrance.
1.20 Ego Multiplier.
Type: weapon / battleaxe ; tier 5
It must be held with both hands.
Base power: 72.0 - 108.0
Uses stat: 120% Str
Damage type: Physical
Armour Penetration: +4
Physical crit. chance: +8.0%
Attack speed: 100%
Damage when this weapon hits: +50 acid / +50 slime
When wielded/worn:
Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns)
This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid.
This item has been sent to the Item's Vault.
The Gaping Maw (72-108 power, 4 apr)Requires:
- Strength 60
Infused by nature
Infused by arcane disrupting forces
3.00 Encumbrance.
1.20 Ego Multiplier.
Type: weapon / battleaxe ; tier 5
It must be held with both hands.
Base power: 72.0 - 108.0
Uses stat: 120% Str
Damage type: Physical
Armour Penetration: +4
Physical crit. chance: +8.0%
Attack speed: 100%
Damage when this weapon hits: +50 acid / +50 slime
When wielded/worn:
Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns)
This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid.
This item has been sent to the Item's Vault.
Gwai's Burninator
Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: charm / rod ; tier 3
It can be used to shoot a cone of fire, costing 50 power out of 75/75.
Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell.
This item has been sent to the Item's Vault.
Gwai's BurninatorRequires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: charm / rod ; tier 3
It can be used to shoot a cone of fire, costing 50 power out of 75/75.
Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell.
This item has been sent to the Item's Vault.
Dawn's Blade (42-58.8 power, 4 apr)
Requires:
- Magic 18
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
Type: weapon / longsword ; tier 5
Base power: 42.0 - 58.8
Uses stats: 25% Mag, 75% Str
Damage type: Physical
Armour Penetration: +4
Physical crit. chance: +5.0%
Attack speed: 100%
Damage conversion: 30% light
Damage against: +25% Undead / +25% Demon
When wielded/worn:
Changes resistances penetration: +20% light
Changes damage: +18% light
Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Light
Talents cooldown: Healing Light (-2 turns) Barrier (-2 turns) Providence (-4 turns) Sun Flare (-2 turns)
Spellpower: +10
Spell crit. chance: +4%
Light radius: +2
It can be used to invoke dawn, costing 35 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 (42-58.8 power, 4 apr)Requires:
- Magic 18
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
Type: weapon / longsword ; tier 5
Base power: 42.0 - 58.8
Uses stats: 25% Mag, 75% Str
Damage type: Physical
Armour Penetration: +4
Physical crit. chance: +5.0%
Attack speed: 100%
Damage conversion: 30% light
Damage against: +25% Undead / +25% Demon
When wielded/worn:
Changes resistances penetration: +20% light
Changes damage: +18% light
Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Light
Talents cooldown: Healing Light (-2 turns) Barrier (-2 turns) Providence (-4 turns) Sun Flare (-2 turns)
Spellpower: +10
Spell crit. chance: +4%
Light radius: +2
It can be used to invoke dawn, costing 35 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.
Newly picked up
Vorimira the voratun greatsword (60.5-96.8 power, 4 apr)
Requires:
- Strength 48
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
1.20 Ego Multiplier.
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 60.5 - 96.8
Uses stat: 120% Str
Damage type: Physical
Armour Penetration: +4
Physical crit. chance: +5.0%
Attack speed: 100%
Damage when this weapon hits: +24 darkness / +17 mind
Damage against: +21% Humanoid
When wielded/worn:
Physical power: +12
Armour: +6
Changes stats: +4 Con
Changes resistances: +9% cold / +3% temporal / +6% light
Changes resistances penetration: +11% physical
Disarm immunity: +13%
It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown.
Massive two-handed swords.
This item has been sent to the Item's Vault.
Vorimira the voratun greatsword (60.5-96.8 power, 4 apr)Vorimira the voratun greatsword (60.5-96.8 power, 4 apr)
Requires:
- Strength 48
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
1.20 Ego Multiplier.
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 60.5 - 96.8
Uses stat: 120% Str
Damage type: Physical
Armour Penetration: +4
Physical crit. chance: +5.0%
Attack speed: 100%
Damage when this weapon hits: +24 darkness / +17 mind
Damage against: +21% Humanoid
When wielded/worn:
Physical power: +12
Armour: +6
Changes stats: +4 Con
Changes resistances: +9% cold / +3% temporal / +6% light
Changes resistances penetration: +11% physical
Disarm immunity: +13%
It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown.
Massive two-handed swords.
This item has been sent to the Item's Vault.
Prothotipe's Prismatic Eye
Requires:
- Level 15
Powered by arcane forces
0.00 Encumbrance.
Type: gem / multi-hued ; tier 3
When wielded/worn:
Changes stats: +5 Con / +5 Mag
Changes damage: +10% fire / +10% cold / +10% lightning
Talent mastery: +0.20 Golem / Arcane
When used to imbue an object:
Changes stats: +5 Con / +5 Mag
Changes damage: +10% fire / +10% cold / +10% lightning
Talent mastery: +0.20 Golem / Arcane
Talent on hit(spell): Eye Beam (10% chance level 2).
This cracked gemstone appears faded with age. It appears to have once been the eye of a golem.
This item has been sent to the Item's Vault.
Prothotipe's Prismatic EyeRequires:
- Level 15
Powered by arcane forces
0.00 Encumbrance.
Type: gem / multi-hued ; tier 3
When wielded/worn:
Changes stats: +5 Con / +5 Mag
Changes damage: +10% fire / +10% cold / +10% lightning
Talent mastery: +0.20 Golem / Arcane
When used to imbue an object:
Changes stats: +5 Con / +5 Mag
Changes damage: +10% fire / +10% cold / +10% lightning
Talent mastery: +0.20 Golem / Arcane
Talent on hit(spell): Eye Beam (10% chance level 2).
This cracked gemstone appears faded with age. It appears to have once been the eye of a golem.
This item has been sent to the Item's Vault.
nature's living mindstar of flames (15.5-17.05 power, 40 apr, nature damage)
Requires:
- Willpower 48
Infused by nature
3.00 Encumbrance.
Type: weapon / mindstar ; tier 5
Base power: 15.5 - 17.1
Uses stats: 50% Wil, 30% Cun
Damage type: Nature
Accuracy is based on willpower for this weapon.
Armour Penetration: +40
Physical crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Damage when the wearer is hit: 4 fire
Changes resistances: +4% blight / +5% fire
Changes resistances penetration: +3% fire
Changes damage: +4% nature / +7% fire
Disease immunity: +15%
Mindpower: +5
Mental crit. chance: +5%
Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.
This item has been sent to the Item's Vault.
nature's living mindstar of flames (15.5-17.05 power, 40 apr, nature damage)Requires:
- Willpower 48
Infused by nature
3.00 Encumbrance.
Type: weapon / mindstar ; tier 5
Base power: 15.5 - 17.1
Uses stats: 50% Wil, 30% Cun
Damage type: Nature
Accuracy is based on willpower for this weapon.
Armour Penetration: +40
Physical crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Damage when the wearer is hit: 4 fire
Changes resistances: +4% blight / +5% fire
Changes resistances penetration: +3% fire
Changes damage: +4% nature / +7% fire
Disease immunity: +15%
Mindpower: +5
Mental crit. chance: +5%
Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.
This item has been sent to the Item's Vault.
wyrm's living mindstar (16-17.6 power, 40 apr, nature damage)
Requires:
- Willpower 48
Infused by nature
3.00 Encumbrance.
Type: weapon / mindstar ; tier 5
It is part of a set of items.
Base power: 16.0 - 17.6
Uses stats: 50% Wil, 30% Cun
Damage type: Nature
Accuracy is based on willpower for this weapon.
Armour Penetration: +40
Physical crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Damage when the wearer is hit: 3 physical / 4 fire / 6 cold / 3 lightning / 6 acid
Changes resistances: +7% physical / +4% fire / +6% cold / +4% lightning / +6% acid
Mindpower: +5
Mental crit. chance: +5%
It can be used to call the drake in an elemental mindstar (this will remove other set bonuses), placing all other charms into a 20 cooldown.
Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.
This item has been sent to the Item's Vault.
wyrm's living mindstar (16-17.6 power, 40 apr, nature damage)Requires:
- Willpower 48
Infused by nature
3.00 Encumbrance.
Type: weapon / mindstar ; tier 5
It is part of a set of items.
Base power: 16.0 - 17.6
Uses stats: 50% Wil, 30% Cun
Damage type: Nature
Accuracy is based on willpower for this weapon.
Armour Penetration: +40
Physical crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Damage when the wearer is hit: 3 physical / 4 fire / 6 cold / 3 lightning / 6 acid
Changes resistances: +7% physical / +4% fire / +6% cold / +4% lightning / +6% acid
Mindpower: +5
Mental crit. chance: +5%
It can be used to call the drake in an elemental mindstar (this will remove other set bonuses), placing all other charms into a 20 cooldown.
Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.
This item has been sent to the Item's Vault.
pouch of voratun shots 'Xerosenor' (21/113, 50-60 power, 6 apr)
Requires:
- Dexterity 48
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
Type: ammo / shot ; tier 5
Base power: 50.0 - 60.0
Uses stats: 50% Cun, 70% Dex
Damage type: Physical
Armour Penetration: +6
Physical crit. chance: +7.0%
Capacity: 113
Special effect when this weapon hits: 20% chance to torment the target
Damage when this weapon hits(ranged): +12 arcane / +16 acid
Burst (radius 1) on hit: +8 arcane
Burst (radius 2) on crit: +4 arcane
When wielded/worn:
Ammo reloads per turns: +8
Changes resistances penetration: +12% mind / +10% darkness
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.
pouch of voratun shots 'Xerosenor' (21/113, 50-60 power, 6 apr)Requires:
- Dexterity 48
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
Type: ammo / shot ; tier 5
Base power: 50.0 - 60.0
Uses stats: 50% Cun, 70% Dex
Damage type: Physical
Armour Penetration: +6
Physical crit. chance: +7.0%
Capacity: 113
Special effect when this weapon hits: 20% chance to torment the target
Damage when this weapon hits(ranged): +12 arcane / +16 acid
Burst (radius 1) on hit: +8 arcane
Burst (radius 2) on crit: +4 arcane
When wielded/worn:
Ammo reloads per turns: +8
Changes resistances penetration: +12% mind / +10% darkness
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.
Spider-Silk Robe of Spydrë (10 def, 15 armour)
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +15
Armour Hardiness: +40%
Defense: +10
Changes stats: +4 Wil / +5 Con
Damage when the wearer is hit: 20 slime / 20 poison
Changes resistances: +30% nature
Changes damage: +10% nature / +10% mind / +10% acid
Physical save: +10
Spell save: +10
Mindpower: +10
Mental crit. chance: +5%
This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.
This item has been sent to the Item's Vault.
Spider-Silk Robe of Spydrë (10 def, 15 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +15
Armour Hardiness: +40%
Defense: +10
Changes stats: +4 Wil / +5 Con
Damage when the wearer is hit: 20 slime / 20 poison
Changes resistances: +30% nature
Changes damage: +10% nature / +10% mind / +10% acid
Physical save: +10
Spell save: +10
Mindpower: +10
Mental crit. chance: +5%
This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.
This item has been sent to the Item's Vault.
Guyakira the Glowwitch (15.5-17.05 power, 40 apr, mind damage)
Requires:
- Willpower 48
Infused by nature
Infused by arcane disrupting forces
Infused by psionic forces
3.00 Encumbrance.
Type: weapon / mindstar ; tier 5
It is part of a set of items.
Base power: 15.5 - 17.1
Uses stats: 50% Wil, 30% Cun
Damage type: Mind
Accuracy is based on willpower for this weapon.
Armour Penetration: +40
Physical crit. chance: +5.0%
Attack speed: 100%
Damage when this weapon hits: +4 light
Burst (radius 1) on hit: +8 light
When wielded/worn:
Damage when the wearer is hit: 8 mind / 7 slime / 10 lightning
Changes resistances: +10% lightning / +6% fire
Changes resistances penetration: +10% lightning
Changes damage: +25% mind / +10% lightning / +10% nature
Grants telepathy: Humanoid/Orc
Psi per kill: +2.00
Mindpower: +11
Mental crit. chance: +11%
Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.
This item has been sent to the Item's Vault.
Guyakira the Glowwitch (15.5-17.05 power, 40 apr, mind damage)Requires:
- Willpower 48
Infused by nature
Infused by arcane disrupting forces
Infused by psionic forces
3.00 Encumbrance.
Type: weapon / mindstar ; tier 5
It is part of a set of items.
Base power: 15.5 - 17.1
Uses stats: 50% Wil, 30% Cun
Damage type: Mind
Accuracy is based on willpower for this weapon.
Armour Penetration: +40
Physical crit. chance: +5.0%
Attack speed: 100%
Damage when this weapon hits: +4 light
Burst (radius 1) on hit: +8 light
When wielded/worn:
Damage when the wearer is hit: 8 mind / 7 slime / 10 lightning
Changes resistances: +10% lightning / +6% fire
Changes resistances penetration: +10% lightning
Changes damage: +25% mind / +10% lightning / +10% nature
Grants telepathy: Humanoid/Orc
Psi per kill: +2.00
Mindpower: +11
Mental crit. chance: +11%
Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.
This item has been sent to the Item's Vault.
Wrap of Stone (0 def, 10 armour)
Powered by arcane forces
2.00 Encumbrance.
Type: armor / cloak ; tier 2
When wielded/worn:
Armour: +10
Armour Hardiness: +20%
Changes resistances: +5% physical
Changes damage: +5% physical
Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth
Spellpower: +6
It can be used to activate talent Stone Wall (costing 50 power out of 50/50) :
Effective talent level: 1.0
Power cost: 50 out of 50/50.
Range: 7.00
Travel Speed: instantaneous
Is: a spell
Description: Entomb yourself in a wall of stone for 2 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 35.95 physical dmage.
Duration and damage will improve with your Spellpower.
This thick cloak is incredibly tough, yet bends and flows with ease.
This item has been sent to the Item's Vault.
Wrap of Stone (0 def, 10 armour)Powered by arcane forces
2.00 Encumbrance.
Type: armor / cloak ; tier 2
When wielded/worn:
Armour: +10
Armour Hardiness: +20%
Changes resistances: +5% physical
Changes damage: +5% physical
Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth
Spellpower: +6
It can be used to activate talent Stone Wall (costing 50 power out of 50/50) :
Effective talent level: 1.0
Power cost: 50 out of 50/50.
Range: 7.00
Travel Speed: instantaneous
Is: a spell
Description: Entomb yourself in a wall of stone for 2 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 35.95 physical dmage.
Duration and damage will improve with your Spellpower.
This thick cloak is incredibly tough, yet bends and flows with ease.
This item has been sent to the Item's Vault.
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical damage)
Requires:
- Magic 38
Powered by arcane forces
5.00 Encumbrance.
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 64.0 - 76.8
Uses stat: 140% Mag
Damage type: Physical
Armour Penetration: +10
Attack speed: 100%
When wielded/worn:
Accuracy: +7
Changes damage: +20% physical
Talent mastery: +0.20 Spell / Staff combat
Spellpower: +12
Spell crit. chance: +18%
A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after.
This item has been sent to the Item's Vault.
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical damage)Requires:
- Magic 38
Powered by arcane forces
5.00 Encumbrance.
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 64.0 - 76.8
Uses stat: 140% Mag
Damage type: Physical
Armour Penetration: +10
Attack speed: 100%
When wielded/worn:
Accuracy: +7
Changes damage: +20% physical
Talent mastery: +0.20 Spell / Staff combat
Spellpower: +12
Spell crit. chance: +18%
A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after.
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