Crown of Command (3 def, 6 armour)
Requires:
- Cunning 25
- Talent Armour Training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Armour: +6
Defense: +3 (+1 eff.)
Fatigue: +4%
Changes stats: +3 Con / +10 Wil
Changes resistances: +8% physical
Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control
Mindpower: +5 (+2 eff.)
Activating this item is instant.
It can be used to activate talent Indomitable (costing 60 power out of 60/60) :
Effective talent level: 1.0
Power cost: 60 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years.
Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns.
This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos.
This item has been sent to the Item's Vault.
Crown of Command (3 def, 6 armour)Requires:
- Cunning 25
- Talent Armour Training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Armour: +6
Defense: +3 (+1 eff.)
Fatigue: +4%
Changes stats: +3 Con / +10 Wil
Changes resistances: +8% physical
Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control
Mindpower: +5 (+2 eff.)
Activating this item is instant.
It can be used to activate talent Indomitable (costing 60 power out of 60/60) :
Effective talent level: 1.0
Power cost: 60 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years.
Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns.
This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos.
This item has been sent to the Item's Vault.
Primal Infusion (affinity 14%; cure magical, physical, mental)
Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: scroll / infusion ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns.
Also removes cross-tier effects of the affected types for free.
Its effects scale with your Constitution stat.
It can be used to inscribe your skin with the infusion.
This wild infusion has evolved.
This item has been sent to the Item's Vault.
Primal Infusion (affinity 14%; cure magical, physical, mental)Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: scroll / infusion ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns.
Also removes cross-tier effects of the affected types for free.
Its effects scale with your Constitution stat.
It can be used to inscribe your skin with the infusion.
This wild infusion has evolved.
This item has been sent to the Item's Vault.
Shantiz the Stormblade (111% power, 20 apr)
Requires:
- Dexterity 30
Infused by nature
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Power: 111% Range: 1.3x
Uses stat: 100% Dex
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +20
Physical crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them.
When wielded/worn:
Changes stats: +20 Dex
Slows Projectiles: +40%
Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn.
This surreal dagger crackles with the intensity of a vicious storm.
This item has been sent to the Item's Vault.
Shantiz the Stormblade (111% power, 20 apr)Requires:
- Dexterity 30
Infused by nature
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Power: 111% Range: 1.3x
Uses stat: 100% Dex
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +20
Physical crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them.
When wielded/worn:
Changes stats: +20 Dex
Slows Projectiles: +40%
Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn.
This surreal dagger crackles with the intensity of a vicious storm.
This item has been sent to the Item's Vault.
Eden's Guile (2 def, 1 armour)
Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 2
When wielded/worn:
Armour: +1
Defense: +2 (+1 eff.)
Fatigue: +2%
Changes stats: +3 Cun
Talent mastery: +0.20 Cunning / Survival
It can be used to boost speed by 45% (based on Cunning), costing 50 power out of 50/50.
The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.
This item has been sent to the Item's Vault.
Eden's Guile (2 def, 1 armour)Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 2
When wielded/worn:
Armour: +1
Defense: +2 (+1 eff.)
Fatigue: +2%
Changes stats: +3 Cun
Talent mastery: +0.20 Cunning / Survival
It can be used to boost speed by 45% (based on Cunning), costing 50 power out of 50/50.
The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.
This item has been sent to the Item's Vault.
Starcaller (129% power, 4 apr, physical element)
Requires:
- Magic 32
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 4
It must be held with both hands.
Power: 129% Range: 1.2x
Uses stat: 120% Mag
Damage type: Darkness
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +5% darkness / +25% physical
Damage affinity(heal): +20% darkness
Talent granted: +1 Command Staff
Stealth bonus: +20
Spellpower: +15 (+8 eff.)
Spell crit. chance: +15%
Talent on hit(spell): Galactic Pulse (15% chance level 3).
A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight.
This item has been sent to the Item's Vault.
Starcaller (129% power, 4 apr, physical element)Requires:
- Magic 32
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 4
It must be held with both hands.
Power: 129% Range: 1.2x
Uses stat: 120% Mag
Damage type: Darkness
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +5% darkness / +25% physical
Damage affinity(heal): +20% darkness
Talent granted: +1 Command Staff
Stealth bonus: +20
Spellpower: +15 (+8 eff.)
Spell crit. chance: +15%
Talent on hit(spell): Galactic Pulse (15% chance level 3).
A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight.
This item has been sent to the Item's Vault.
Corpsebow
Requires:
- Dexterity 16
- Talent Shoot
Powered by arcane forces
Infused by nature
4.00 Encumbrance.
[Unique]
Type: weapon / longbow ; tier 2
It must be held with both hands.
Accuracy bonus: +0.2% crit / acc
Attack speed: 125%
Firing range: +7
When wielded/worn:
Effects on ranged hit:
* 40% chance to disease
Damage (Ranged): 20 blight
Changes damage: +40% blight
Disease immunity: +50%
It can be used to activate talent Cyst Burst (costing 10 power out of 20/20) :
Effective talent level: 5.0
Power cost: 10 out of 20/20.
Range: 8
Travel Speed: instantaneous
Is: a spell
Description: Make your target's diseases burst, doing 39.15 blight damage for each disease it is infected with.
This will also spread any diseases to any nearby foes in a radius of 3.
The damage will increase with your Spellpower.
A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness.
This item has been sent to the Item's Vault.
CorpsebowRequires:
- Dexterity 16
- Talent Shoot
Powered by arcane forces
Infused by nature
4.00 Encumbrance.
[Unique]
Type: weapon / longbow ; tier 2
It must be held with both hands.
Accuracy bonus: +0.2% crit / acc
Attack speed: 125%
Firing range: +7
When wielded/worn:
Effects on ranged hit:
* 40% chance to disease
Damage (Ranged): 20 blight
Changes damage: +40% blight
Disease immunity: +50%
It can be used to activate talent Cyst Burst (costing 10 power out of 20/20) :
Effective talent level: 5.0
Power cost: 10 out of 20/20.
Range: 8
Travel Speed: instantaneous
Is: a spell
Description: Make your target's diseases burst, doing 39.15 blight damage for each disease it is infected with.
This will also spread any diseases to any nearby foes in a radius of 3.
The damage will increase with your Spellpower.
A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness.
This item has been sent to the Item's Vault.
Lightbringer's Wand
Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: charm / wand ; tier 3
When wielded/worn:
Damage when hit (Melee): 18 light
Changes resistances: +12% darkness / +12% light
Changes damage: +10% light
Spell save: +15 (+8 eff.)
Light radius: +2
It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 75 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35.
This gold-tipped wand shines with an unnatural sheen.
This item has been sent to the Item's Vault.
Lightbringer's WandRequires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: charm / wand ; tier 3
When wielded/worn:
Damage when hit (Melee): 18 light
Changes resistances: +12% darkness / +12% light
Changes damage: +10% light
Spell save: +15 (+8 eff.)
Light radius: +2
It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 75 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35.
This gold-tipped wand shines with an unnatural sheen.
This item has been sent to the Item's Vault.
Planar Beacon
Requires:
- Level 15
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: lite / lite
When wielded/worn:
Light radius: +3
It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) :
Effective talent level: 2.0
Power cost: 25 out of 25/25.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 88.27 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 88.27 demonfire damage over 4 turns.
Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns.
The damage will scale with your Spellpower and the range will increase with the talent level.
A strange orb of demonic origins. It glows with a surreal red light.
This item has been sent to the Item's Vault.
Planar BeaconRequires:
- Level 15
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: lite / lite
When wielded/worn:
Light radius: +3
It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) :
Effective talent level: 2.0
Power cost: 25 out of 25/25.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 88.27 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 88.27 demonfire damage over 4 turns.
Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns.
The damage will scale with your Spellpower and the range will increase with the talent level.
A strange orb of demonic origins. It glows with a surreal red light.
This item has been sent to the Item's Vault.
Merkul's Second Eye
Requires:
- Dexterity 24
- Talent Shoot
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: weapon / longbow ; tier 3
It must be held with both hands.
Accuracy bonus: +0.2% crit / acc
Attack speed: 125%
Firing range: +9
When this weapon hits: Arcane Eye (100% chance level 4).
Travel speed: +400%
When wielded/worn:
Damage (Ranged): 25 arcane
Light radius: +2
This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight.
This item has been sent to the Item's Vault.
Merkul's Second EyeRequires:
- Dexterity 24
- Talent Shoot
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: weapon / longbow ; tier 3
It must be held with both hands.
Accuracy bonus: +0.2% crit / acc
Attack speed: 125%
Firing range: +9
When this weapon hits: Arcane Eye (100% chance level 4).
Travel speed: +400%
When wielded/worn:
Damage (Ranged): 25 arcane
Light radius: +2
This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight.
This item has been sent to the Item's Vault.
Steel Helm of Garkul (0 def, 6 armour)
Requires:
- Strength 16
- Talent Heavy Armour Training
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 (+11 eff.)
Spell save: +12 (+6 eff.)
Mental save: +12 (+6 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:
- Strength 16
- Talent Heavy Armour Training
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 (+11 eff.)
Spell save: +12 (+6 eff.)
Mental save: +12 (+6 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.
Mirror Shards
Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 3
When wielded/worn:
Effects when hit in melee:
* 30% chance to blind
Changes resistances: +25% light
Changes damage: +12% light
Light radius: +1
It can be used to create a reflective shield (50% reflection rate, 286 strength, based on Magic) for 5 turns, costing 22 power out of 24/24.
Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror.
This item has been sent to the Item's Vault.
Mirror ShardsRequires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 3
When wielded/worn:
Effects when hit in melee:
* 30% chance to blind
Changes resistances: +25% light
Changes damage: +12% light
Light radius: +1
It can be used to create a reflective shield (50% reflection rate, 286 strength, based on Magic) for 5 turns, costing 22 power out of 24/24.
Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror.
This item has been sent to the Item's Vault.
Hare-Skin Sling
Requires:
- Dexterity 35
- Talent Shoot
Infused by nature
4.00 Encumbrance.
[Unique]
Type: weapon / sling ; tier 3
Accuracy bonus: +0.1% dam / acc
Attack speed: 125%
Firing range: +10
When wielded/worn:
Physical crit. chance: +5.0%
Defense: +10 (+5 eff.)
Changes stats: +10 Lck
Talent mastery: +0.20 Cunning / Survival
Movement speed: +20%
Activating this item is instant.
It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) :
Effective talent level: 3.0
Power cost: 8 out of 8/8.
Range: melee/personal
Travel Speed: instantaneous
Description: You fire a mighty shot at your target, doing 139% damage and knocking it back.
The knockback chance increases with your Accuracy.
This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune.
Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable.
This item has been sent to the Item's Vault.
Hare-Skin SlingRequires:
- Dexterity 35
- Talent Shoot
Infused by nature
4.00 Encumbrance.
[Unique]
Type: weapon / sling ; tier 3
Accuracy bonus: +0.1% dam / acc
Attack speed: 125%
Firing range: +10
When wielded/worn:
Physical crit. chance: +5.0%
Defense: +10 (+5 eff.)
Changes stats: +10 Lck
Talent mastery: +0.20 Cunning / Survival
Movement speed: +20%
Activating this item is instant.
It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) :
Effective talent level: 3.0
Power cost: 8 out of 8/8.
Range: melee/personal
Travel Speed: instantaneous
Description: You fire a mighty shot at your target, doing 139% damage and knocking it back.
The knockback chance increases with your Accuracy.
This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune.
Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable.
This item has been sent to the Item's Vault.
Umbral Razor (129% power, 10 apr)
Requires:
- Dexterity 32
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 2
Power: 129% Range: 1.3x
Uses stats: 45% Dex, 10% Mag, 45% Str
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +10
Crit. chance: +9.0%
Attack speed: 100%
Damage conversion: 50% darkness
When wielded/worn:
Changes stats: +4 Cun / +4 Mag
Changes resistances: +10% darkness
Changes resistances penetration: +10% darkness
Changes damage: +5% darkness
Stealth bonus: +10
It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) :
Effective talent level: 2.0
Power cost: 8 out of 10/10.
Range: 10
Travel Speed: 2000% of base
Is: a spell
Description: Conjures up a bolt of darkness, doing 122.89 darkness damage.
At level 3, it will create a beam of shadows.
At level 5, none of your Nightfall spells will hurt your minions.
The damage will increase with your Spellpower.
This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.
This item has been sent to the Item's Vault.
Umbral Razor (129% power, 10 apr)Requires:
- Dexterity 32
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 2
Power: 129% Range: 1.3x
Uses stats: 45% Dex, 10% Mag, 45% Str
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +10
Crit. chance: +9.0%
Attack speed: 100%
Damage conversion: 50% darkness
When wielded/worn:
Changes stats: +4 Cun / +4 Mag
Changes resistances: +10% darkness
Changes resistances penetration: +10% darkness
Changes damage: +5% darkness
Stealth bonus: +10
It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) :
Effective talent level: 2.0
Power cost: 8 out of 10/10.
Range: 10
Travel Speed: 2000% of base
Is: a spell
Description: Conjures up a bolt of darkness, doing 122.89 darkness damage.
At level 3, it will create a beam of shadows.
At level 5, none of your Nightfall spells will hurt your minions.
The damage will increase with your Spellpower.
This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.
This item has been sent to the Item's Vault.
nightwalker's alchemist's lamp of the zealot
Requires:
- Level 15
Infused by nature
Infused by arcane disrupting forces
1.00 Encumbrance.
Type: lite / lite ; tier 3
When wielded/worn:
Physical crit. chance: +3.0%
Physical power: +6 (+6 eff.)
Changes stats: +4 Wil
Changes resistances: +3% all
Critical mult.: +12.00%
Spell save: +7 (+4 eff.)
Light radius: +3
A normal brass lantern, enhanced by alchemy to make it brighter.
This item has been sent to the Item's Vault.
nightwalker's alchemist's lamp of the zealotRequires:
- Level 15
Infused by nature
Infused by arcane disrupting forces
1.00 Encumbrance.
Type: lite / lite ; tier 3
When wielded/worn:
Physical crit. chance: +3.0%
Physical power: +6 (+6 eff.)
Changes stats: +4 Wil
Changes resistances: +3% all
Critical mult.: +12.00%
Spell save: +7 (+4 eff.)
Light radius: +3
A normal brass lantern, enhanced by alchemy to make it brighter.
This item has been sent to the Item's Vault.
Robes of Deflection (0 def, 7 armour)
Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 1
When wielded/worn:
Armour: +7
Armour Hardiness: +30%
Changes stats: +3 Mag / +3 Con
Spellpower: +4 (+1 eff.)
Talent on hit(spell): Evasion (4% chance level 1).
This set of robes seems to shine with metallic colors.
This item has been sent to the Item's Vault.
Robes of Deflection (0 def, 7 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 1
When wielded/worn:
Armour: +7
Armour Hardiness: +30%
Changes stats: +3 Mag / +3 Con
Spellpower: +4 (+1 eff.)
Talent on hit(spell): Evasion (4% chance level 1).
This set of robes seems to shine with metallic colors.
This item has been sent to the Item's Vault.
This item will automatically be transmogrified when you leave the level.
troll-hide cured leather armour (2 def, 4 armour)
Requires:
- Strength 14
Infused by nature
9.00 Encumbrance.
Type: armor / light ; tier 2
When wielded/worn:
Armour: +4
Defense: +2 (+1 eff.)
Fatigue: +7%
Life regen: +3.00
Maximum life: +42.00
Healing mod.: +14%
A suit of armour made of leather.
This item has been sent to the Item's Vault.
troll-hide cured leather armour (2 def, 4 armour)troll-hide cured leather armour (2 def, 4 armour)
Requires:
- Strength 14
Infused by nature
9.00 Encumbrance.
Type: armor / light ; tier 2
When wielded/worn:
Armour: +4
Defense: +2 (+1 eff.)
Fatigue: +7%
Life regen: +3.00
Maximum life: +42.00
Healing mod.: +14%
A suit of armour made of leather.
This item has been sent to the Item's Vault.
Primal Infusion (affinity 12%; cure magical, physical, mental)
Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: scroll / infusion ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 12% (scales with Constitution) for 6 turns.
Also removes cross-tier effects of the affected types for free.
Its effects scale with your Constitution stat.
It can be used to inscribe your skin with the infusion.
This wild infusion has evolved.
This item has been sent to the Item's Vault.
Primal Infusion (affinity 12%; cure magical, physical, mental)Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: scroll / infusion ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 12% (scales with Constitution) for 6 turns.
Also removes cross-tier effects of the affected types for free.
Its effects scale with your Constitution stat.
It can be used to inscribe your skin with the infusion.
This wild infusion has evolved.
This item has been sent to the Item's Vault.
Bill's Tree Trunk (136% power, 7 apr)
Requires:
- Strength 25
Crafted by a master
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 1
It must be held with both hands.
Power: 137% Range: 1.7x
Uses stat: 130% Str
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +7
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
It can be used to activate talent Shattering Blow (costing 19 power out of 20/20) :
Effective talent level: 2.0
Power cost: 19 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns.
Also if the target is protected by a temporary damage shield there is 60% chance to shatter it.
Armor reduction chance increases with your Physical Power.
This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!
This item has been sent to the Item's Vault.
Bill's Tree Trunk (136% power, 7 apr)Requires:
- Strength 25
Crafted by a master
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 1
It must be held with both hands.
Power: 137% Range: 1.7x
Uses stat: 130% Str
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +7
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
It can be used to activate talent Shattering Blow (costing 19 power out of 20/20) :
Effective talent level: 2.0
Power cost: 19 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns.
Also if the target is protected by a temporary damage shield there is 60% chance to shatter it.
Armor reduction chance increases with your Physical Power.
This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!
This item has been sent to the Item's Vault.
Yeti-fur Cloak (9 def, 2 armour)
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 1
When wielded/worn:
Physical power: +5 (+5 eff.)
Armour: +2
Defense: +9 (+4 eff.)
Changes resistances: +15% cold
Physical save: +10 (+10 eff.)
This fur cloak is thick and matted, yet remains incredibly soft to the touch.
This item has been sent to the Item's Vault.
Yeti-fur Cloak (9 def, 2 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 1
When wielded/worn:
Physical power: +5 (+5 eff.)
Armour: +2
Defense: +9 (+4 eff.)
Changes resistances: +15% cold
Physical save: +10 (+10 eff.)
This fur cloak is thick and matted, yet remains incredibly soft to the touch.
This item has been sent to the Item's Vault.
Cloud Caller (0 def, 0 armour)
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 1
When wielded/worn:
Changes resistances: +10% light / +10% lightning
Changes damage: +10% light / +10% lightning
It can be used to activate talent Call Lightning (costing 19 power out of 30/30) :
Effective talent level: 1.0
Power cost: 19 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Calls forth a powerful beam of lightning doing 31.70 to 95.10 lightning damage.
The damage will increase with your Mindpower.
This hat's broad brim protects you from harsh sunlight and sudden storms.
This item has been sent to the Item's Vault.
Cloud Caller (0 def, 0 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 1
When wielded/worn:
Changes resistances: +10% light / +10% lightning
Changes damage: +10% light / +10% lightning
It can be used to activate talent Call Lightning (costing 19 power out of 30/30) :
Effective talent level: 1.0
Power cost: 19 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Calls forth a powerful beam of lightning doing 31.70 to 95.10 lightning damage.
The damage will increase with your Mindpower.
This hat's broad brim protects you from harsh sunlight and sudden storms.
This item has been sent to the Item's Vault.
Prox's Lucky Halfling Foot
Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Defense: +5 (+2 eff.)
Changes stats: +5 Lck
Trap disarming bonus: +5
Detects traps.
Removes (25% chance) up to three stuns, pins, or dazes each turn
A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.
This item has been sent to the Item's Vault.
Prox's Lucky Halfling FootRequires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Defense: +5 (+2 eff.)
Changes stats: +5 Lck
Trap disarming bonus: +5
Detects traps.
Removes (25% chance) up to three stuns, pins, or dazes each turn
A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.
This item has been sent to the Item's Vault.
stabilizing steel amulet of willpower (+3)
Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes stats: +3 Wil
Changes resistances: +14% temporal
Pinning immunity: +23%
Knockback immunity: +23%
Amulets can have magical properties.
This item has been sent to the Item's Vault.
stabilizing steel amulet of willpower (+3)Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes stats: +3 Wil
Changes resistances: +14% temporal
Pinning immunity: +23%
Knockback immunity: +23%
Amulets can have magical properties.
This item has been sent to the Item's Vault.
marksman's steel ring of sensing
Requires:
- Level 15
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
Type: jewelry / ring ; tier 2
When wielded/worn:
Accuracy: +6 (+3 eff.)
Changes stats: +3 Dex
Blindness immunity: +21%
Infravision radius: +4
See stealth: +5
See invisible: +7
Rings can have magical properties.
This item has been sent to the Item's Vault.
marksman's steel ring of sensingRequires:
- Level 15
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
Type: jewelry / ring ; tier 2
When wielded/worn:
Accuracy: +6 (+3 eff.)
Changes stats: +3 Dex
Blindness immunity: +21%
Infravision radius: +4
See stealth: +5
See invisible: +7
Rings can have magical properties.
This item has been sent to the Item's Vault.
thick linen cloak of the Shaloren (1 def, 6 armour)
Requires:
- Level 15
Powered by arcane forces
Crafted by a master
2.00 Encumbrance.
Type: armor / cloak ; tier 1
When wielded/worn:
Armour: +6
Defense: +1 (+0 eff.)
Changes stats: +1 Mag / +1 Wil
Changes resistances: +14% cold
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
This item has been sent to the Item's Vault.
thick linen cloak of the Shaloren (1 def, 6 armour)Requires:
- Level 15
Powered by arcane forces
Crafted by a master
2.00 Encumbrance.
Type: armor / cloak ; tier 1
When wielded/worn:
Armour: +6
Defense: +1 (+0 eff.)
Changes stats: +1 Mag / +1 Wil
Changes resistances: +14% cold
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
This item has been sent to the Item's Vault.