Newly picked up
Robe of the Archmage (10 def, 10 armour)
Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
Type: armor / cloth ; tier 4
When wielded/worn:
Armour: +10
Defense: +10
Changes stats: +4 Mag / +4 Wil / +4 Cun
Damage when the wearer is hit: 15 arcane
Changes resistances: +10% cold / +10% fire
Changes damage: +12% all
Spell save: +18
Mental save: +15
Blindness immunity: +40%
Mana each turn: +1.00
Spellpower: +15
Light radius: +1
A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates.
This item has been sent to the Item's Vault.
Robe of the Archmage (10 def, 10 armour)Robe of the Archmage (10 def, 10 armour)
Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
Type: armor / cloth ; tier 4
When wielded/worn:
Armour: +10
Defense: +10
Changes stats: +4 Mag / +4 Wil / +4 Cun
Damage when the wearer is hit: 15 arcane
Changes resistances: +10% cold / +10% fire
Changes damage: +12% all
Spell save: +18
Mental save: +15
Blindness immunity: +40%
Mana each turn: +1.00
Spellpower: +15
Light radius: +1
A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates.
This item has been sent to the Item's Vault.
Newly picked up
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)
Requires:
- Willpower 45
Infused by nature
3.00 Encumbrance.
Type: weapon / mindstar ; tier 4
Base power: 16.0 - 17.6
Uses stats: 40% Wil, 10% Cun, 20% Str
Damage type: Physical
Accuracy is based on willpower for this weapon.
Armour Penetration: +24
Physical crit. chance: +2.5%
Attack speed: 100%
Damage conversion: 18% fire / 18% cold / 18% lightning / 18% acid
When wielded/worn:
Changes resistances: +8% physical / +8% fire / +8% cold / +8% lightning / +8% acid
Changes damage: +8% physical / +8% fire / +8% cold / +8% lightning / +8% acid
Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect
Mindpower: +9
Mental crit. chance: +7%
It can be used to activate talent Corrosive Breath (costing 30 power out of 30/30) :
Effective talent level: 4.0
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 226.75 acid damage.
Enemies caught in the acid have a 25% chance of their weapons becoming useless for three turns.
The damage will increase with the Strength stat.
Each point in acid drake talents also increases your acid resistance by 1%.
A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching.
This item has been sent to the Item's Vault.
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)
Requires:
- Willpower 45
Infused by nature
3.00 Encumbrance.
Type: weapon / mindstar ; tier 4
Base power: 16.0 - 17.6
Uses stats: 40% Wil, 10% Cun, 20% Str
Damage type: Physical
Accuracy is based on willpower for this weapon.
Armour Penetration: +24
Physical crit. chance: +2.5%
Attack speed: 100%
Damage conversion: 18% fire / 18% cold / 18% lightning / 18% acid
When wielded/worn:
Changes resistances: +8% physical / +8% fire / +8% cold / +8% lightning / +8% acid
Changes damage: +8% physical / +8% fire / +8% cold / +8% lightning / +8% acid
Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect
Mindpower: +9
Mental crit. chance: +7%
It can be used to activate talent Corrosive Breath (costing 30 power out of 30/30) :
Effective talent level: 4.0
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 226.75 acid damage.
Enemies caught in the acid have a 25% chance of their weapons becoming useless for three turns.
The damage will increase with the Strength stat.
Each point in acid drake talents also increases your acid resistance by 1%.
A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching.
This item has been sent to the Item's Vault.
Newly picked up
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 140.42.
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)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 140.42.
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.
Newly picked up
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)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.
Newly picked up
Life Drinker (42-54.6 power, 11 apr)
Requires:
- Magic 44
Powered by arcane forces
1.00 Encumbrance.
0.80 Ego Multiplier.
Type: weapon / dagger ; tier 5
Base power: 42.0 - 54.6
Uses stats: 55% Mag, 35% Str
Damage type: Physical
Armour Penetration: +11
Physical crit. chance: +18.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes damage: +15% blight / +15% darkness / +15% acid
Spellpower: +25
Spell crit. chance: +10%
Infravision radius: +2
Talent on hit(spell): Blood Grasp (15% chance level 2).
It can be used to activate talent Worm Rot (costing 40 power out of 50/50) :
Effective talent level: 2.0
Power cost: 40 out of 50/50.
Range: 6.00
Travel Speed: 600% of base
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 9.03 acid and 10.56 blight damage.
If not cleared after five turns it will inflict 141.41 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Black blood for foul deads. This dagger serves evil.
This item has been sent to the Item's Vault.
Life Drinker (42-54.6 power, 11 apr)Life Drinker (42-54.6 power, 11 apr)
Requires:
- Magic 44
Powered by arcane forces
1.00 Encumbrance.
0.80 Ego Multiplier.
Type: weapon / dagger ; tier 5
Base power: 42.0 - 54.6
Uses stats: 55% Mag, 35% Str
Damage type: Physical
Armour Penetration: +11
Physical crit. chance: +18.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes damage: +15% blight / +15% darkness / +15% acid
Spellpower: +25
Spell crit. chance: +10%
Infravision radius: +2
Talent on hit(spell): Blood Grasp (15% chance level 2).
It can be used to activate talent Worm Rot (costing 40 power out of 50/50) :
Effective talent level: 2.0
Power cost: 40 out of 50/50.
Range: 6.00
Travel Speed: 600% of base
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 9.03 acid and 10.56 blight damage.
If not cleared after five turns it will inflict 141.41 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Black blood for foul deads. This dagger serves evil.
This item has been sent to the Item's Vault.
Newly picked up
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage)
Requires:
- Magic 35
Powered by arcane forces
2.50 Encumbrance.
Type: weapon / staff ; tier 5
Base power: 35.0 - 42.0
Uses stat: 100% Mag
Damage type: Arcane
Armour Penetration: +0
Physical crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Changes stats: +5 Wil
Changes damage: +35% arcane
Talent granted: +1 Command Staff
Mental save: +8
Spellpower: +30
Spell crit. chance: +15%
The top part of Telos's broken staff.
This item has been sent to the Item's Vault.
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage)Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage)
Requires:
- Magic 35
Powered by arcane forces
2.50 Encumbrance.
Type: weapon / staff ; tier 5
Base power: 35.0 - 42.0
Uses stat: 100% Mag
Damage type: Arcane
Armour Penetration: +0
Physical crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Changes stats: +5 Wil
Changes damage: +35% arcane
Talent granted: +1 Command Staff
Mental save: +8
Spellpower: +30
Spell crit. chance: +15%
The top part of Telos's broken staff.
This item has been sent to the Item's Vault.
Newly picked up
Death's Embrace (18 def, 18 armour)
Requires:
- Level 35
Powered by arcane forces
9.00 Encumbrance.
Type: armor / light ; tier 5
When wielded/worn:
Armour: +18
Armour Hardiness: +10%
Defense: +18
Damage when the wearer hits(melee): 8 darkness / 8 cold
Damage when the wearer is hit: 8 darkness / 8 cold
Changes resistances: +30% cold / +30% darkness / +30% temporal
Changes damage: +20% darkness / +20% cold
Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth
Critical mult.: +20.00%
Stealth bonus: +10
Spellpower: +10
Healing mod.: -10%
It can be used to turn yourself invisible for 10 turns, costing 50 power out of 50/50.
This deep black leather armor, wrapped with thick silk, is icy cold to the touch.
This item has been sent to the Item's Vault.
Death's Embrace (18 def, 18 armour)Death's Embrace (18 def, 18 armour)
Requires:
- Level 35
Powered by arcane forces
9.00 Encumbrance.
Type: armor / light ; tier 5
When wielded/worn:
Armour: +18
Armour Hardiness: +10%
Defense: +18
Damage when the wearer hits(melee): 8 darkness / 8 cold
Damage when the wearer is hit: 8 darkness / 8 cold
Changes resistances: +30% cold / +30% darkness / +30% temporal
Changes damage: +20% darkness / +20% cold
Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth
Critical mult.: +20.00%
Stealth bonus: +10
Spellpower: +10
Healing mod.: -10%
It can be used to turn yourself invisible for 10 turns, costing 50 power out of 50/50.
This deep black leather armor, wrapped with thick silk, is icy cold to the touch.
This item has been sent to the Item's Vault.
Newly picked up
Void Quiver (0/0, 45-63 power, 10 apr)
Requires:
- Dexterity 32
Powered by arcane forces
3.00 Encumbrance.
Type: ammo / arrow ; tier 5
Base power: 45.0 - 63.0
Uses stats: 70% Dex, 50% Str
Damage type: Void
Armour Penetration: +10
Physical crit. chance: +3.0%
Capacity: 0
An endless supply of arrows lay within this deep black quiver. Tiny white lights dot it.
This item has been sent to the Item's Vault.
Void Quiver (0/0, 45-63 power, 10 apr)Void Quiver (0/0, 45-63 power, 10 apr)
Requires:
- Dexterity 32
Powered by arcane forces
3.00 Encumbrance.
Type: ammo / arrow ; tier 5
Base power: 45.0 - 63.0
Uses stats: 70% Dex, 50% Str
Damage type: Void
Armour Penetration: +10
Physical crit. chance: +3.0%
Capacity: 0
An endless supply of arrows lay within this deep black quiver. Tiny white lights dot it.
This item has been sent to the Item's Vault.
Borazor
Powered by arcane forces
Infused by nature
0.10 Encumbrance.
Type: jewelry / ring ; tier 1
When wielded/worn:
Changes stats: +5 Wil
Changes damage: +12% mind
Psi when firing a critical mind attack: +4.00
Rings can have magical properties.
This item has been sent to the Item's Vault.
BorazorPowered by arcane forces
Infused by nature
0.10 Encumbrance.
Type: jewelry / ring ; tier 1
When wielded/worn:
Changes stats: +5 Wil
Changes damage: +12% mind
Psi when firing a critical mind attack: +4.00
Rings can have magical properties.
This item has been sent to the Item's Vault.
Rhuchik (0 def, 3 armour)
Requires:
- Talent Armour Training
Infused by nature
3.00 Encumbrance.
Type: armor / head ; tier 1
When wielded/worn:
Armour: +3
Fatigue: +5%
Grants telepathy: Humanoid/Orc
Critical mult.: +10.00%
Hate per kill: +5.00
Heals friendly targets nearby when you use a nature summon: +10
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item has been sent to the Item's Vault.
Rhuchik (0 def, 3 armour)Requires:
- Talent Armour Training
Infused by nature
3.00 Encumbrance.
Type: armor / head ; tier 1
When wielded/worn:
Armour: +3
Fatigue: +5%
Grants telepathy: Humanoid/Orc
Critical mult.: +10.00%
Hate per kill: +5.00
Heals friendly targets nearby when you use a nature summon: +10
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item has been sent to the Item's Vault.