Rune of the Rift (462.00 temporal damage, removed from time 4 turns)
Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 4
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Inflicts 462.00 temporal damage. If your target survives, it will be sent 4 turns into the future.
It will also lower your paradox by 60 (if you have any).
Note that messing with the spacetime continuum may have unforeseen consequences.
It can be used to inscribe your skin with the rune..
Magical runes may be inscribed onto your body, granting you an on-demand ability.
This item has been sent to the Item's Vault.
Rune of the Rift (462.00 temporal damage, removed from time 4 turns)Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 4
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Inflicts 462.00 temporal damage. If your target survives, it will be sent 4 turns into the future.
It will also lower your paradox by 60 (if you have any).
Note that messing with the spacetime continuum may have unforeseen consequences.
It can be used to inscribe your skin with the rune..
Magical runes may be inscribed onto your body, granting you an on-demand ability.
This item has been sent to the Item's Vault.
Nightsong
Requires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Defense: +6 (+6 eff.)
Fatigue: -7%
Changes stats: +6 Cun
Changes damage: +5% physical
Talent cooldown: Shadowstep (-1 turn)
Mental save: +13 (+5 eff.)
Maximum stamina: +25.00
It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) :
Effective talent level: 2.0
Power cost: 40 out of 50/50.
Range: 6
Travel Speed: instantaneous
Is: a mind power
Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn.
The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark.
A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.
This item has been sent to the Item's Vault.
NightsongRequires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Defense: +6 (+6 eff.)
Fatigue: -7%
Changes stats: +6 Cun
Changes damage: +5% physical
Talent cooldown: Shadowstep (-1 turn)
Mental save: +13 (+5 eff.)
Maximum stamina: +25.00
It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) :
Effective talent level: 2.0
Power cost: 40 out of 50/50.
Range: 6
Travel Speed: instantaneous
Is: a mind power
Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn.
The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark.
A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.
This item has been sent to the Item's Vault.
Helm of the Dwarven Emperors (0 def, 6 armour)
Requires:
- Talent Heavy Armour Training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
When wielded/worn:
Armour: +6
Fatigue: +4%
Changes stats: +3 Wil / +4 Mag
Changes damage: +8% light
Blindness immunity: +30%
Confusion immunity: +30%
Light radius: +1
It can be used to activate talent Sun Flare (costing 30 power out of 30/30) :
Effective talent level: 3.0
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6).
At level 3 it will also do 19.24 light damage within radius 3.
The damage done will increase with your Spellpower.
A Dwarven helm embedded with a single diamond that can banish all underground shadows.
This item has been sent to the Item's Vault.
Helm of the Dwarven Emperors (0 def, 6 armour)Requires:
- Talent Heavy Armour Training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
When wielded/worn:
Armour: +6
Fatigue: +4%
Changes stats: +3 Wil / +4 Mag
Changes damage: +8% light
Blindness immunity: +30%
Confusion immunity: +30%
Light radius: +1
It can be used to activate talent Sun Flare (costing 30 power out of 30/30) :
Effective talent level: 3.0
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6).
At level 3 it will also do 19.24 light damage within radius 3.
The damage done will increase with your Spellpower.
A Dwarven helm embedded with a single diamond that can banish all underground shadows.
This item has been sent to the Item's Vault.
Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)
Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 24.0 - 28.8
Uses stat: 150% Mag
Damage type: Fire
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% blight / +20% fire
Spellpower: +27 (+13 eff.)
Spell crit. chance: +7%
Plaguefire detonates when its victim dies, spreading to other enemies up to two times.
It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat, costing 15 power out of 15/15.
The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more.
This item has been sent to the Item's Vault.
Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 24.0 - 28.8
Uses stat: 150% Mag
Damage type: Fire
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% blight / +20% fire
Spellpower: +27 (+13 eff.)
Spell crit. chance: +7%
Plaguefire detonates when its victim dies, spreading to other enemies up to two times.
It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat, costing 15 power out of 15/15.
The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more.
This item has been sent to the Item's Vault.
Un'fezan's Cap (1 def, 0 armour)
Requires:
- Level 15
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
It is part of a set of items.
Needs something equally stylish and cool to go with it.
When wielded/worn:
Defense: +1 (+0 eff.)
Changes stats: +8 Cun / +4 Wil
Changes resistances: +10% temporal / +10% physical
Talent mastery: +0.20 Chronomancy / Timetravel
Spellpower: +8 (+4 eff.)
Mindpower: +8 (+3 eff.)
Reduces paradox anomalies(equivalent to willpower): +5
It can be used to activate talent Wormhole (costing 15 power out of 15/15) :
Effective talent level: 1.0
Power cost: 15 out of 15/15.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy).
The wormholes will last 3 turns and must be placed at least two tiles apart.
The chance of teleporting enemies will scale with your Spellpower.
This fez once belonged to a traveler; it always seems to be found lying around in odd locations.
Fezzes are cool.
This item has been sent to the Item's Vault.
Un'fezan's Cap (1 def, 0 armour)Requires:
- Level 15
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
It is part of a set of items.
Needs something equally stylish and cool to go with it.
When wielded/worn:
Defense: +1 (+0 eff.)
Changes stats: +8 Cun / +4 Wil
Changes resistances: +10% temporal / +10% physical
Talent mastery: +0.20 Chronomancy / Timetravel
Spellpower: +8 (+4 eff.)
Mindpower: +8 (+3 eff.)
Reduces paradox anomalies(equivalent to willpower): +5
It can be used to activate talent Wormhole (costing 15 power out of 15/15) :
Effective talent level: 1.0
Power cost: 15 out of 15/15.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy).
The wormholes will last 3 turns and must be placed at least two tiles apart.
The chance of teleporting enemies will scale with your Spellpower.
This fez once belonged to a traveler; it always seems to be found lying around in odd locations.
Fezzes are cool.
This item has been sent to the Item's Vault.
Dúathedlen Heart
Requires:
- Level 25
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: lite / lite ; tier 4
When wielded/worn:
Physical power: +7 (+2 eff.)
Changes resistances: +30% light
Changes resistances cap: +10% light
Talent mastery: +0.10 Cunning / Stealth
Light radius: -1000
Infravision radius: +6
It can be used to activate talent Blood Grasp (costing 9 power out of 15/15) :
Effective talent level: 3.0
Power cost: 9 out of 15/15.
Range: 10
Travel Speed: 2000% of base
Is: a spell
Description: Project a bolt of corrupted blood, doing 84.77 blight damage and healing you for half the damage done.
The damage will increase with your Spellpower.
This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it.
This item has been sent to the Item's Vault.
Dúathedlen HeartRequires:
- Level 25
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: lite / lite ; tier 4
When wielded/worn:
Physical power: +7 (+2 eff.)
Changes resistances: +30% light
Changes resistances cap: +10% light
Talent mastery: +0.10 Cunning / Stealth
Light radius: -1000
Infravision radius: +6
It can be used to activate talent Blood Grasp (costing 9 power out of 15/15) :
Effective talent level: 3.0
Power cost: 9 out of 15/15.
Range: 10
Travel Speed: 2000% of base
Is: a spell
Description: Project a bolt of corrupted blood, doing 84.77 blight damage and healing you for half the damage done.
The damage will increase with your Spellpower.
This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it.
This item has been sent to the Item's Vault.
The Face of Fear (8 def, 0 armour)
Requires:
- Level 15
Powered by unknown forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +8 (+7 eff.)
Changes stats: +6 Cun / +8 Wil
Talent mastery: +0.20 Cursed / Fears
Fear immunity: +60%
Mindpower: +16 (+6 eff.)
It can be used to activate talent Instill Fear (costing 17 power out of 45/45) :
Effective talent level: 2.0
Power cost: 17 out of 45/45.
Range: 8
Travel Speed: instantaneous
Is: a mind power
Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears.
You gain 2 new fears: The Paranoid effect gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 14%.
Fear effects improve with your Mindpower.
This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you.
This item has been sent to the Item's Vault.
The Face of Fear (8 def, 0 armour)Requires:
- Level 15
Powered by unknown forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +8 (+7 eff.)
Changes stats: +6 Cun / +8 Wil
Talent mastery: +0.20 Cursed / Fears
Fear immunity: +60%
Mindpower: +16 (+6 eff.)
It can be used to activate talent Instill Fear (costing 17 power out of 45/45) :
Effective talent level: 2.0
Power cost: 17 out of 45/45.
Range: 8
Travel Speed: instantaneous
Is: a mind power
Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears.
You gain 2 new fears: The Paranoid effect gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 14%.
Fear effects improve with your Mindpower.
This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you.
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.
[Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +15
Armour Hardiness: +30%
Defense: +10 (+8 eff.)
Damage when hit (Melee): 20 nature slow / 20 poison
Changes stats: +5 Con / +4 Wil
Changes resistances: +30% nature
Changes damage: +10% acid / +10% nature / +10% mind
Physical save: +10 (+2 eff.)
Spell save: +10 (+3 eff.)
Mindpower: +10 (+4 eff.)
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.
[Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +15
Armour Hardiness: +30%
Defense: +10 (+8 eff.)
Damage when hit (Melee): 20 nature slow / 20 poison
Changes stats: +5 Con / +4 Wil
Changes resistances: +30% nature
Changes damage: +10% acid / +10% nature / +10% mind
Physical save: +10 (+2 eff.)
Spell save: +10 (+3 eff.)
Mindpower: +10 (+4 eff.)
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.
Fearfire Mantle (14 def, 0 armour)
Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 3
When wielded/worn:
Defense: +14 (+10 eff.)
Damage when hit (Melee): 30 fire
Changes resistances: +10% fire / +10% darkness / +10% cold
Talent mastery: +0.20 Corruption / Fearfire
All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt.
Black fires born of a blackened heart.
This item has been sent to the Item's Vault.
Fearfire Mantle (14 def, 0 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 3
When wielded/worn:
Defense: +14 (+10 eff.)
Damage when hit (Melee): 30 fire
Changes resistances: +10% fire / +10% darkness / +10% cold
Talent mastery: +0.20 Corruption / Fearfire
All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt.
Black fires born of a blackened heart.
This item has been sent to the Item's Vault.
Dagger of the Past (25-32.5 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: +0.5% APR / acc
Armour Penetration: +20
Crit. chance: +20.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Defense: +10 (+8 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+3 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 (25-32.5 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: +0.5% APR / acc
Armour Penetration: +20
Crit. chance: +20.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Defense: +10 (+8 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+3 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.
Swordbreaker (25-32.5 power, 20 apr)
Requires:
- Cunning 10
- Dexterity 10
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Base power: 25.0 - 32.5
Uses stats: 50% Cun, 50% Dex
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +20
Crit. chance: +15.0%
Attack speed: 111%
On weapon crit:
* Breaks enemy weapon.
When wielded/worn:
Armour Hardiness: +20%
Defense: +15 (+10 eff.)
Changes stats: +8 Cun / +8 Dex
Talent granted: +1 Dagger Block
Physical save: +15 (+4 eff.)
Disarm immunity: +50%
Can block like a shield, potentially disarming the enemy.
This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.
This item has been sent to the Item's Vault.
Swordbreaker (25-32.5 power, 20 apr)Requires:
- Cunning 10
- Dexterity 10
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Base power: 25.0 - 32.5
Uses stats: 50% Cun, 50% Dex
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +20
Crit. chance: +15.0%
Attack speed: 111%
On weapon crit:
* Breaks enemy weapon.
When wielded/worn:
Armour Hardiness: +20%
Defense: +15 (+10 eff.)
Changes stats: +8 Cun / +8 Dex
Talent granted: +1 Dagger Block
Physical save: +15 (+4 eff.)
Disarm immunity: +50%
Can block like a shield, potentially disarming the enemy.
This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.
This item has been sent to the Item's Vault.
Unstoppable Mauler (48-72 power, 15 apr)
Requires:
- Strength 40
Crafted by a master
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 3
It must be held with both hands.
Base power: 48.0 - 72.0
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +15
Crit. chance: +3.0%
Attack speed: 100%
When this weapon hits: Sunder Armour (15% chance level 3).
When wielded/worn:
Accuracy: +20 (+7 eff.)
Pinning immunity: +100%
Knockback immunity: +100%
It can be used to activate talent Fearless Cleave (costing 17 power out of 18/18) :
Effective talent level: 3.3
Power cost: 17 out of 18/18.
Range: melee/personal
Travel Speed: instantaneous
Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 159% weapon damage.
If you failed to move the damage is instead 80%.
A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable.
This item has been sent to the Item's Vault.
Unstoppable Mauler (48-72 power, 15 apr)Requires:
- Strength 40
Crafted by a master
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 3
It must be held with both hands.
Base power: 48.0 - 72.0
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +15
Crit. chance: +3.0%
Attack speed: 100%
When this weapon hits: Sunder Armour (15% chance level 3).
When wielded/worn:
Accuracy: +20 (+7 eff.)
Pinning immunity: +100%
Knockback immunity: +100%
It can be used to activate talent Fearless Cleave (costing 17 power out of 18/18) :
Effective talent level: 3.3
Power cost: 17 out of 18/18.
Range: melee/personal
Travel Speed: instantaneous
Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 159% weapon damage.
If you failed to move the damage is instead 80%.
A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable.
This item has been sent to the Item's Vault.
stralite battleaxe 'Coalransom' (45-67.5 power, 3 apr)
Requires:
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
Type: weapon / battleaxe ; tier 4
It must be held with both hands.
Base power: 45.0 - 67.5
Uses stat: 120% Str
Damage type: Temporal
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit / acc
Armour Penetration: +3
Crit. chance: +7.5%
Attack speed: 100%
On weapon hit:
* 40% chance to inflict 15% damage reduction
Damage (Melee): +19 cold / +16 darkness
Burst (radius 1) on hit: +4 temporal
When wielded/worn:
Effects on melee hit:
* 10% chance to gain 10% of a turn (3/turn limit)
Damage when hit (Melee): 20 darkness / 8 temporal
Massive two-handed battleaxes.
This item has been sent to the Item's Vault.
stralite battleaxe 'Coalransom' (45-67.5 power, 3 apr)Requires:
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
Type: weapon / battleaxe ; tier 4
It must be held with both hands.
Base power: 45.0 - 67.5
Uses stat: 120% Str
Damage type: Temporal
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit / acc
Armour Penetration: +3
Crit. chance: +7.5%
Attack speed: 100%
On weapon hit:
* 40% chance to inflict 15% damage reduction
Damage (Melee): +19 cold / +16 darkness
Burst (radius 1) on hit: +4 temporal
When wielded/worn:
Effects on melee hit:
* 10% chance to gain 10% of a turn (3/turn limit)
Damage when hit (Melee): 20 darkness / 8 temporal
Massive two-handed battleaxes.
This item has been sent to the Item's Vault.
Eye of the Forest (8 def, 0 armour)
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +8 (+7 eff.)
Changes stats: +6 Cun / +8 Wil
Changes resistances penetration: +15% nature
Changes damage: +20% nature
Talent mastery: +0.10 Wild-gift / Moss
Mental save: +12 (+4 eff.)
Blindness immunity: +100%
Infravision radius: +2
See stealth: +15
See invisible: +15
It can be used to activate talent Earth's Eyes (costing 32 power out of 35/35) :
Effective talent level: 2.4
Power cost: 32 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Is: a nature gift and a mind power
Description: Using your connection to Nature, you can see your surrounding area in a radius of 9.
Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4.
This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears.
This item has been sent to the Item's Vault.
Eye of the Forest (8 def, 0 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +8 (+7 eff.)
Changes stats: +6 Cun / +8 Wil
Changes resistances penetration: +15% nature
Changes damage: +20% nature
Talent mastery: +0.10 Wild-gift / Moss
Mental save: +12 (+4 eff.)
Blindness immunity: +100%
Infravision radius: +2
See stealth: +15
See invisible: +15
It can be used to activate talent Earth's Eyes (costing 32 power out of 35/35) :
Effective talent level: 2.4
Power cost: 32 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Is: a nature gift and a mind power
Description: Using your connection to Nature, you can see your surrounding area in a radius of 9.
Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4.
This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears.
This item has been sent to the Item's Vault.