Dawnslice
This is a list of all level 1 Epic equipments that aren't in sets. Check here for the page on set equipments.
Swords : One-handed
Blessed and sanctified, the blade glows with divine power.
One-Handed, Melee, Sword
26 Weapon Damage
+3 Intellect (per Tier)
+5 Healing Skills Bonus (per Tier)
+5 Bonus When Healed (per Tier)
When healing (75%), to target:
Remove 1 Condition (fixed value)
+1 Socket
Prohibited: Rogue
This enchanted jade blade strikes quickly and deeply.
One-Handed, Melee, Sword
27 Weapon Damage
+10 Armor Piercing (fixed value)
+3 Quickness (fixed value)
+2 Strength (per Tier)
+1 Socket
Prohibited: Cleric
Created in the arcane forges of Savantir, in a time when such things were more easily done.
One-Handed, Melee, Sword
24 Weapon Damage
+2 Strength (per Tier)
+Inflicts Magic Damage
+2 Intellect (per Tier)
+2 Sockets
Prohibited: Cleric
Darkness cowers at the sight of it, burns at its touch.
One-Handed, Melee, Sword
26 Weapon Damage
+1 Strength (per Tier)
+1 Dexterity (per Tier)
+1 Endurance (per Tier)
+1 Intellect (per Tier)
On attack (100%), to enemy:
Blinding Hit: -10 Accuracy (fixed value)
+1 Socket
Prohibited: Cleric
Battered, beaten, but never broken.
One-Handed, Melee, Sword
24 Weapon Damage
+3 Endurance (per Tier)
+Quick Retreat
+50% Health After Battle (fixed value)
+1 Socket
Prohibited: Cleric
Swords : Two-handed
Despite its delicate appearance, the blade is harder than stone and sharper than the finest steel.
Two-Handed, Melee, Sword
44 Weapon Damage
+15 Armor Piercing
+2 Power Regeneration
+10% Magical Protection
On critical (100%), to enemy:
Sunder Armor: -10% Damage Protection
+1 Socket
-5 Quickness
Usable: Warrior, Ranger
It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead.
Two-Handed, Melee, Sword
37 Weapon Damage
+5 Quickness
+10 Maximum Power
On kill(100%), to self:
Burst of Speed: +12 Quickness
+1 Socket
Usable: Warrior, Ranger
Grants the wielder sight beyond sight.
Two-Handed, Melee, Sword
39 Weapon Damage
+5 Evasion
+25% Starting Action
+5 Accuracy
+3% Critical Hit Chance
+1 Socket
-5 Quickness
Usable: Warrior, Ranger
Axes : One-handed
Screaming is no defense.
One-Handed, Melee, Axe
26 Weapon Damage (maybe +8 Damage per Tier)
+5 Armor Piercing
+2 Strength (+2 Strength per Tier)
+5 Health Steal (+5 Health Steal per Tier)
On attack (100%), to enemy:
Bleeding: 3 damage per second (+2 damage per Tier)
-5 Bonus When Healed
+1 Socket
-2 Quickness
Usable: Warrior, Ranger
A smaller weapon, but still sufficient to the task.
One-Handed, Melee, Axe
27 Weapon Damage
+10 Armor Piercing
+5% Critical Hit Chance
+50% Critical Hit Damage
+1 Socket
-2 Quickness
Usable: Warrior, Ranger
Often wielded by the demon-worshipping raiders of the southern wastes, the origin of those weapons is a mystery.
One-Handed, Melee, Axe
28 Weapon Damage
+1 Strength
+1 Dexterity
+5 Armor Piercing
+1 Endurance
On kill (100%), to self:
Ferocity: +10% Damage Modifier
+1 Socket
-2 Quickness
Usable: Warrior, Ranger
Axes : Two-handed
Heads will roll.
Two-Handed, Melee, Axe
43 Weapon Damage
+20 Armor Piercing
+2 Strength
+100% Critical Hit Damage
+1 Socket
-5 Quickness
Usable: Warrior, Ranger
A potent weapon once wielded by the hated Death Adder.
Two-Handed, Melee, Axe
40 Weapon Damage
+15% Cause Stun
+5 Evasion
+10 Armor Piercing
+1 Endurance
+1 Socket
-5 Quickness
Usable: Warrior, Ranger
An exotic weapon, but deadly in skilled hands.
Two-Handed, Melee, Axe
40 Weapon Damage
+1 Dexterity
+5 Evasion
+10 Armor Piercing
+1 Endurance
+2 Sockets
Usable: Warrior, Ranger
Maces : One-handed
To be hit by this weapon is to be forced, suddenly, to seriously reconsider one's choices in life.
One-Handed, Melee, Mace
24 Weapon Damage
+13% Cause Stun
+2 Endurance (per tier)
+5 Retaliation Damage (per tier)
On attack (100%), to enemy:
+1 Socket
Usable: Warrior, Cleric, Rogue
Fabled Shatterstorm: smasher of shields, breaker of bones.
One-Handed, Melee, Mace
25 Weapon Damage (maybe +5 Damage per Tier)
+1 Strength (per Tier)
+4 Retaliation Damage (per Tier)
+15 Armor Piercing
+3% Cause Stun
+1 Endurance (per Tier)
On attack (50%), to enemy:
Sunder Armor: -10% Damage Protection
+1 Socket
Usable: Warrior, Cleric, Rogue
Infused with the manifold blessings of the Lady.
One-Handed, Melee, Mace
25 Weapon Damage
+3% Damage Protection
+3% Cause Stun
+3% Critical Hit Chance
+3% Chance Free Skill Use
+1 Socket
Usable: Warrior, Cleric, Rogue
warhammers : Two-handed
Few have the strength to wield such a weapon. None have the strength to oppose it.
Two-Handed, Melee, Mace
45 Weapon Damage
+17% Cause Stun
+6% Critical Hit Chance
+1 Endurance
On attack (75%), to enemy:
Staggering Hit: -5 Quickness
+1 Socket
-5 Quickness
Usable: Warrior, Cleric
The metalcraft of the Earthern Nations is without peer.
Two-Handed, Melee, Mace
42 Weapon Damage
+5% Cause Stun
+1 Intellect
+1 Strength
+3 Sockets
Usable: Warrior, Cleric
It's not complicated.
Two-Handed, Melee, Mace
53 Weapon Damage
+5% Cause Stun
+1 Socket
-5 Quickness
Usable: Warrior, Cleric
Polearms
This demonic weapon rewards those who can sate its appetite for slaughter.
Two-Handed, Melee, Polearm
36 Weapon Damage
+2 Strength
+3 Retaliation Damage
On kill (100%), to self:
+1 Socket
-5 Quickness
Usable: Warrior, Ranger
These weapons were gifts from the dreaded Wraithlords to their mortal champions.
Two-Handed, Melee, Polearm
35 Weapon Damage
+10% Physical Protection
+10 Armor Piercing
+1 Endurance
+1 Power Regeneration
+2 Sockets
-2 Quickness
Usable: Warrior, Ranger
The long reach of justice finds all traitors, eventually.
Two-Handed, Melee, Polearm
38 Weapon Damage
+10% Cause Stun
+40% Starting Action
+2 Endurance
+2 Intellect
On critical (100%), to enemy:
+1 Socket
-5 Quickness
Usable: Warrior, Ranger
Daggers
This deadly needle will always find a vein.
One-Handed, Melee, Dagger
21 Weapon Damage (+6.5 each tier?)
+1 Strength each tier
+1 Dexterity each tier
+5 Health Steal each tier
On attack (100%), to enemy:
Bleeding : 3 damage per second (+1.875 each tier?) / -5 Bonus When Healed
+1 Socket
Usable: Mage, Rogue
Even removed, the tooth demands its measure of blood.
One-Handed, Melee, Dagger
22 Weapon Damage(+5 each tier)
+2 Quickness
+5% Critical Hit Chance
+2 Dexterity
On miss (100%), to enemy:
-10 Health(+10 each tier)
-10 Power
+1 Socket
Usable: Mage, Rogue
To achieve anything truly great, you have to make some sacrifices.
One-Handed, Melee, Dagger
19 Weapon Damage
+2 Quickness
+3% Critical Hit Chance
+5% Chance Free Skill Use
+1 Intellect
On kill (100%), to self:
+1 Socket
Usable: Mage
Noxious poison coats the blade, continually refreshed through some dark enchantment.
One-Handed, Melee, Dagger
19 Weapon Damage
+2 Quickness
+2 Dexterity
-25% Resist Poison
On attack (100%), to enemy:
-5 Power
Vile Poison: 5 damage per second
+1 Socket
Usable: Mage, Rogue
Bows
Exceedingly light and delicate, the work of a true craftsman.
Two-Handed, Ranged, Bow
25 Weapon Damage (+7.75 each tier)
+2 Quickness
+1 Dexterity each tier
+1 Intellect each tier
On attack (30%), to self:
Burst of Speed: +12 Quickness
+2 Sockets
Usable: Rogue, Ranger
In the deep woods, speed and stealth are valued above all else.
Two-Handed, Ranged, Bow
23 Weapon Damage
+5 Quickness
+10 Evasion
+1 Intellect
When evading (100%), to self:
+1 Socket
Usable: Rogue, Ranger
Only a grandmaster bowyer will consider working with shardstem. Very few survive the attempt.
Two-Handed, Ranged, Bow
24 Weapon Damage
+8% Cause Stun
+3% Critical Hit Chance
+1 Dexterity
+3 Retaliation Damage
+1 Socket
Usable: Rogue, Ranger
Crossbows
Designed to always hit the mark.
Two-Handed, Ranged, Crossbow
27 Weapon Damage
+20 Armor Piercing
+1 Dexterity
+10 Accuracy
On miss (100%), to self:
Burst of Speed: +12 Quickness
+1 Socket
-5 Quickness
Usable: Warrior, Rogue, Ranger
Mystically augmented through a true synthesis of arcane magic and new technology.
Two-Handed, Ranged, Crossbow
28 Weapon Damage
+10 Armor Piercing
+2 Quickness
+1 Dexterity
+3 Sockets
Usable: Warrior, Rogue, Ranger
Covered in thick green moss, it is imbued with life-giving properties, albeit somewhat compromised as a weapon.
Two-Handed, Ranged, Crossbow
26 Weapon Damage
+2 Health Regeneration
+1 Endurance
+1 Intellect
+2 Power Regeneration
+6 Healing Skills Bonus
+2 Sockets
-5 Quickness
Usable: Warrior, Rogue, Ranger
Sceptres
Power always comes at a cost.
One-Handed, Ranged, Sceptre
19 Weapon Damage
+2 Intellect
+5 Health Steal
+30% Power After Battle
-5 Maximum Health
-5 Maximum Power
On attack (100%), to enemy:
Poison: 3 damage per second
-5 Quickness
Usable: Mage
Confers a certain slipperiness upon the wielder.
One-Handed, Ranged, Sceptre
15 Weapon Damage
+5 Evasion
+Quick Retreat
+1 Intellect
On critical (100%), to enemy:
+1 Socket
-5 Quickness
Usable: Mage
Almost too hot to handle.
One-Handed, Ranged, Sceptre
16 Weapon Damage
+2 Intellect
On attack (100%), to enemy:
Ignite: 2 damage per second / -10% Damage Protection / -5 Quickness
+1 Socket
-2 Quickness
Usable: Mage
A great reservoir of power, for those who know how to tap it.
One-Handed, Ranged, Sceptre
16 Weapon Damage
+5 Evasion
+10% Magical Protection
+2 Power Regeneration
-5% Skill Power Cost
On attack (50%), to self:
+1 Socket
-5 Quickness
Usable: Mage
What's yours is mine.
One-Handed, Ranged, Sceptre
15 Weapon Damage
+10 Power Steal
+5 Health Steal
On critical (100%), to enemy:
+1 Socket
-5 Quickness
Usable: Mage
Staves
Such items are forbidden by the College of Mages. Too many have been tempted down dark paths by the easy power they offer.
Two-Handed, Ranged, Staff
26 Weapon Damage (maybe +8 Damage per Tier)
+100% Resist Poison
+2 Intellect (+2 per Tier)
+8 Health Steal (+8 per Tier)
+2 Power Regeneration
-10 Maximum Health (+ -10 per Tier)
-15 Bonus When Healed (+ -15 per Tier)
-10 Quickness
Usable: Mage
Hums a song of patience, of perseverance.. and of a quiet, terrible anger.
Two-Handed, Ranged, Staff
25 Weapon Damage
+2 Intellect
+0.5 Endurance
+1 Power Regeneration
+50% Power After Battle
+2 Sockets
-10 Quickness
Usable: Mage
A tiny captive sun blazes at its core, lending its power to the spells of the wielder.
Two-Handed, Ranged, Staff
29 Weapon Damage (+7.33 each tier)
+10 Armor Piercing
+5% Critical Hit Chance
+2 Intellect (per Tier)
+1 Power Regeneration
On attack (50%), to enemy:
Blinding Hit: -10 Accuracy
+1 Socket
-10 Quickness
Usable: Mage
Bathed in a cold glow.
Two-Handed, Ranged, Staff
25 Weapon Damage
+2 Power Regeneration
+10% Magical Protection
+2 Intellect
On kill (100%), to enemy:
+1 Socket
-10 Quickness
Usable: Mage
Journeying far and wide in pursuit of wisdom requires a hardy constitution.
Two-Handed, Ranged, Staff
25 Weapon Damage
+2 Endurance
+2 Health Regeneration
+1 Power Regeneration
When hit (100%), to self:
Fortify Defense: +30% Damage Protection
+1 Socket
-10 Quickness
Usable: Mage
Light Armors : Head
Forgoing simple pleasures can harden the body and the mind.
Hood, Head
22 Armor Rating
+3 Endurance
+3 Evasion
+50% Resist mental
+1 Socket
Usable: All
Even amongst the most notorious bandits, thieves, and killers, one name is spoken in hushed tones.
Light Armor, Head
14 Armor Rating
+1 Strength
+2% Critical Hit Chance
+1 Dexterity
On critical (100%), to self:
+10 Power
Burst of Speed: +12 Quickness
+1 Socket
Usable: All
To glimpse the future is a powerful tool indeed.
Light Armor, Head
14 Armor Rating
+10 Evasion
+25% Starting Action
+2 Intellect
+1 Socket
Usable: Mage
Black as a moonless night.
Hood, Head
14 Armor Rating (maybe +4.5 per Tier)
+2 Dexterity (+2 per Tier)
+3% Critical Hit Chance
+2 Intellect (+2 per Tier)
+2 Sockets
Usable: All
Light Armors : Shoulders
Some concerns are only for the living. The grave protects.
Light Armor, Shoulders
12 Armor Rating
+5% Physical Protection
+25% Resist Wounds
+25% Resist Poison
+1 Endurance
+1 Socket
Usable: All
The Fallen Legion was always on the march, hungry for battle and the next conquest.
Light Armor, Shoulders
12 Armor Rating (maybe +4 per Tier)
+2 Quickness
+1 Strength (+1 per Tier)
+10 Maximum Power
+1 Endurance (+1 per Tier)
+1 Socket
Usable: All
The feathers of the baby griffon are highly prized for their magical properties. The mother griffon does not tend to cooperate.
Light Armor, Shoulders
12 Armor Rating
+2 Endurance
+4 Evasion
-5% Skill Power Cost
When evading (100%), to self:
+1 Socket
Usable: All
Swaddled in arcane power.
Light Armor, Shoulders
12 Armor Rating
+2 Intellect
+1 Power Regeneration
+5 Accuracy
+1 Socket
Usable: All
Light Armors : Chest
In all things, there is a balance.
Robe, Chest
17 Armor Rating
+7 Retaliation Damage
+10% All Resists
+10% Chance Free Skill Use
+7 Health Steal
+2 Sockets
Usable: Cleric, Mage
Appearances can be deceiving.
Robe, Chest
36 Armor Rating
+10% Damage Protection
+10% Physical Protection
+50 Stun Evasion
+1 Endurance
+1 Socket
Usable: Cleric, Mage
A prudent wizard looks beyond the current battle, and to the next.
Robe, Chest
16 Armor Rating
+1 Endurance
+1 Intellect
+50% Health After Battle
+50% Power After Battle
+1 Socket
Usable: Cleric, Mage
A soft warm glow emanates from the otherworldly fabric.
Robe, Chest
16 Armor Rating
+5 Quickness
+3 Power Regeneration
+1 Intellect
+1 Socket
Usable: Cleric, Mage
Medium Armors : Head
If the assassin must be seen, let the target see only the face of death.
Medium Armor, Head
34 Armor Rating
+1 Dexterity
+3 Quickness
+3% Critical Hit Chance
+3 Stun Evasion
+1 Socket
Usable: Rogue
The rebels of the Serpent Army were well-resourced, though ultimately ineffectual.
Medium Armor, Head
34 Armor Rating
+1 Strength
+50% Resist Poison
+1 Dexterity
+1 Intellect
+1 Socket
Prohibited: Mage
Medium Armors : Chest
The natural world can be a powerful ally.
Medium Armor, Chest
39 Armor Rating
+1 Dexterity
+15% Resist Arcane
+1 Endurance
When hit (75%), to self:
Regrowth: +4 Health Regeneration
+1 Socket
-1 Quickness
Prohibited Mage
Heavy Armors : Head
The office of the Forestguard is not hereditary, nor appointed. It is granted by the forest itself.
Heavy Armor, Head
86 Armor Rating
+1 Dexterity
+1 Intellect
-5% Skill Power Cost
On kill (75%), to self:
+1 Socket
Usable: Warrior, Cleric, Ranger
A symbol of authority on the battlefield, from bitter conflicts now rendered irrelevant.
Heavy Armor, Head
105 Armor Rating
+10 Enemy Attention
+1 Endurance
+5% Chance Free Skill Use
+2 Power Regeneration
+1 Socket
-1 Quickness
Usable: Warrior, Cleric
It is sometimes said that a true leader of men is the first into the fight, and the very last to fall.
Heavy Armor, Head
104 Armor Rating
+25% Resist Wounds
+25% Starting Action
+25% Resist Mental
+1 Endurance
+1 Socket
-1 Quickness
Usable: Warrior, Cleric
Finely crafted from blackened magesteel, these helms are prized by enchanters.
Heavy Armor, Head
113 Armor Rating
+4 Sockets
-1 Quickness
Usable: Warrior, Cleric
Heavy Armors : Shoulders
Empire is built on the acquisition of power, and the will to use it.
Heavy Armor, Shoulders
90 Armor Rating
+1 Endurance
+1 Intellect
+20 Maximum Power
+1 Socket
-2 Quickness
Usable: Warrior, Cleric
A vigilant guardian is always ready to respond.
Heavy Armor, Shoulders
97 Armor Rating
+2 Endurance
+15% Starting Action
When hit (65%), to self:
+1 Socket
-2 Quickness
Usable: Warrior, Cleric
Heavy Armors : Chest
A relic from another time and place.
Heavy Armor, Chest
108 Armor Rating
+1 Dexterity
+1 Strength
+4 Health Regeneration
+1 Socket
-2 Quickness
Prohibited Mage
Rings
It's a glowing ring. Not whatever you're thinking.
Accessory, Jewelry, Ring
+2 Intellect
+5 Healing Skills Bonus
+5 Bonus When Healed
When healing (50%), to target:
+1 Socket
Usable: All
A link from the intricate chains once used to bind Hasmodeth, the Demonbirther.
Accessory, Jewelry, Ring
+5% Damage Protection
+2 Endurance
+1 Socket
Usable: All
Effective leadership requires a certain type of arrogance.
Accessory, Jewelry, Ring
+2 Intellect
+2 Endurance
On critical (100%), to self:
+1 Socket
Usable: All
Having the strength of your convictions sometimes means dying for what you believe.
Accessory, Jewelry, Ring
+2 Strength
+5 Health Regeneration
When hit (20%), to self:
+1 Socket
Usable: All
Slippery to the touch.
Accessory, Jewelry, Ring
+2 Dexterity
+20 Stun Evasion
+1 Intellect
+1 Socket
Usable: All
The inlaid arcane runes pulse faintly to a mysterious rhythm.
Accessory, Jewelry, Ring
+2 Power Regeneration (Gains +1 at Tier 5,15,25)
-10% Skill Power Cost
+2 Sockets
Usable: All
Cloaks
Long associated with expeditionary forces, explorers... and the agents of empire.
Accessory, Cloak
13 Armor Rating (+4 each Tier)
+3% All Resists
+1 Dexterity each Tier
+1 Strength each Tier
+1 Endurance each Tier
+1 Intellect each Tier
+1 Socket
Usable: All
A clinging, protective mist makes it hard to tell where the cloth begins and ends.
Accessory, Cloak
30 Armor Rating
+3% Critical Hit Chance
+5 Evasion
+Quick Retreat
When hit (100%), to self:
Heightened Reflexes: +15 Evasion
+2 Sockets
Usable: All
An incredibly heavy cloak, offering protection enough to allow survival in the bitter southern wastes.
Accessory, Cloak
20 Armor Rating (+5 each tier)
+10% Damage Protection
+2 Endurance each tier
-30 Maximum Power
+1 Socket
-3 Quickness
Usable: All
Bandoliers
Pouches filled with vials and powders of dubious origin.
Accessory, Bandolier
+75% Resist Poison
+Quick Retreat
+10 Maximum Power
+1 Intellect
On attack (50%), to enemy:
Exotic Poison: 3 damage per second / -20 Evasion / -50% Resist Poison
+1 Socket
Usable: Rogue
Supplies for ranging deep behind enemy lines, far from aid or ally.
Accessory, Bandolier
+1 Endurance (+1 per Tier)
+2 Power Regeneration
+10 Maximum Power
+25% Power After Battle
+1 Socket
Usable: Rogue
The right tools can mean the difference between a clean kill and a messy confrontation.
Accessory, Bandolier
+1 Dexterity
+3% Critical Hit Chance
+30% Critical Hit Damage
+10 Maximum Power
On critical (100%), to self:
Burst of Speed: +12 Quickness
+1 Socket
Usable: Rogue
Quivers
When hunting big game, ensure it's not hunting you.
Accessory, Quiver
+10% Cause Stun
+1 Dexterity
+3 Quickness
+25% Critical Hit Damage
+1 Socket
Usable: Ranger
Arrows stored within are infused with a bitter cold.
Accessory, Quiver
3 Weapon Damage
+3 Quickness
On attack (100%), to enemy:
+1 Socket
Usable: Ranger
Ammunition glides effortlessly from within.
Accessory, Quiver
+4 Quickness
+0.5 Dexterity
+5% Chance Free Skill Use
On attack (50%), to self:
+5 Power
Burst of Speed: +12 Quickness
+1 Socket
Usable: Ranger
Battle Standards
In memory of the fallen First Company, lost to a terrible siege.
Accessory, Battle Standard
+15% All Resists
+10 Enemy Attention
+2 Endurance
+10% Power After Battle
When healing (75%), to target:
+1 Socket
Usable: Warrior
For thousands of years, the sight of this flag meant only one thing: Death was coming.
Accessory, Battle Standard
+5 Retaliation Damage
+3% Critical Hit Chance
+50% Critical Hit Damage
+20 Enemy Attention
+1 Socket
Usable: Warrior
Few others can compare.
Accessory, Battle Standard
+15% Starting Action
+5 Healing Skills Bonus
+10 Enemy Attention
+15% Health After Battle
+15% Power After Battle
+1 Socket
Usable: Warrior
Shields : Light
The best schemes are hatched from behind a nice sturdy shield.
Offhand, Light Shield
104 Armor Rating
+2 Dexterity
+2 Intellect
+1 Socket
-2 Quickness
Prohibited: Mage
Everyone's luck runs out eventually.
Offhand, Light Shield
96 Armor Rating
+3% Critical Hit Chance
+3 Evasion
+3% Chance Free Skill Use
When hit (33%), to self:
Heightened Reflexes: +15 Evasion
+1 Socket
-2 Quickness
Prohibited: Mage
The chill of winterbark never fades.
Offhand, Light Shield
100 Armor Rating (+30 each additional tier)
+5% Cause Stun
+2 Endurance each tier
When hit (50%), to enemy:
+1 Socket
-5 Quickness
Prohibited: Mage
Shields : Heavy
Doom awaits us all.. but perhaps it can be delayed.
Offhand, Heavy Shield
203 Armor Rating
+1 Strength
+5 Retaliation Damage
+1 Endurance
+5 Bonus When Healed
+2 Sockets
-5 Quickness
Usable: Warrior, Cleric
A collaboration between the finest armorsmiths of the era.
Offhand, Heavy Shield
198 Armor Rating (+60 each tier)
+10% Missile Protection
+10% Magical Protection
+1 Intellect each tier
+1 Endurance each tier
When hit (75%), to self:
Fortify Defenses: +30% Damage Protection
+1 Socket
-5 Quickness
Usable: Warrior, Cleric
Anointed with blessed oils, only Clerics are permitted to touch it.
Offhand, Heavy Shield
195 Armor Rating
+1 Endurance
+2 Intellect
+2 Power Regeneration
+3 Healing Skills Bonus
+2 Sockets
-5 Quickness
Usable: Cleric
A one-man fortress, a refuge behind sturdy walls of steel.
Offhand, Heavy Shield
225 Armor Rating
+50 Stun Evasion
+2 Endurance
+3 Health Regeneration
+1 Socket
-5 Quickness
Usable: Warrior, Cleric
Parrying Daggers
Sometimes it is simpler to let your enemies defeat themselves.
Offhand, Dagger
26 Armor Rating
7 Weapon Damage
+1 Endurance
+4 Retaliation Damage
When hit (100%), to enemy:
+1 Socket
Usable: Warrior, Rogue
A moment's distraction can turn the tide of battle.
Offhand, Dagger
27 Armor Rating
7 Weapon Damage
+3 Evasion
+Quick Retreat
On attack (100%), to enemy:
Blinding Hit: -10 Accuracy
+1 Socket
Usable: Warrior, Rogue
..is a good offense.
Offhand, Dagger
24 Armor Rating
10 Weapon Damage
On attack (100%), to self:
Bolster Defenses: +15% Damage Protection
+1 Socket
Usable: Warrior, Rogue
Focus Items
Though stories of its existence have long been told, few indeed believed them to be true.
Offhand, Focus Item
+5% Cause Stun (fixed value)
+5 Maximum Health (per Tier)
+5% Chance Free Skill Use (fixed value)
+1 Power Regeneration (fixed value)
+1 Socket
Usable: Mage
The orb pulses with mystical power.
Offhand, Focus Item
5 Weapon Damage (per Tier)
+10 Armor Piercing (fixed value)
+2 Power Regeneration (fixed value)
+1 Socket
Usable: Mage
Knowledge need not die with its owner.
Offhand, Focus Item
+2 Intellect (per Tier)
+1 Power Regeneration
+6% Chance Free Skill Use
On attack (50%), to self:
+1 Socket
Usable: Mage
There is more to the world than can be perceived by the senses.
Offhand, Focus Item
+1 Dexterity (per Tier)
+1 Intellect (per Tier)
+50% Resist Arcane (fixed value)
+25% Starting Action (fixed value)
+1 Power Regeneration (fixed value)
+2 Sockets
Usable: Mage
Talismans
A rather unpleasant keepsake, but a powerful one.
Offhand, Talisman
+3% Critical Hit Chance (fixed value)
+6 Health Steal (per Tier)
+10 Maximum Power (fixed value)
+1 Socket
Usable: All
Though small and flimsy, this charm can be a more effective defense than the heaviest shield.
Offhand, Talisman
+15% All Resists (fixed value)
+1 Endurance (per Tier)
+25% Magical Protection (fixed value)
+10 Maximum Power (fixed value)
+1 Socket
Usable: All
An emblem of wisdom and scholarship.
Offhand, Talisman
+10 Maximum Power (fixed value)
+4 Intellect (per Tier)
+1 Socket
Usable: All
Lanterns
The cold light burns away impurities.
Offhand, Light Source
+10% All Resists
+1 Endurance
+5 Accuracy
On attack (100%), to enemy:
+1 Socket
Usable: All
The intense heat contained within makes the lantern useful for both attack and defense.
Offhand, Light Source
+3 Retaliation Damage
+2 Quickness
+5 Accuracy
On attack (75%), to enemy:
Ignite: 2 damage per second / -10% Damage Protection / -5 Quickness
+1 Socket
Usable: All
An eerie glow emanates from the captured souls within.
Offhand, Light Source
+5 Armor Piercing
+1 Intellect
+2 Power Regeneration
+5 Accuracy
+1 Socket
Usable: All
Censers
And Aristei said unto Dilaera "Your halls will overflow with the souls of men, and I ask only that they suffer. For my vengeance is just beginning, and one lifetime of pain is not nearly enough."
Offhand, Censer
+2 Strength
+5% Critical Hit Chance
+4 Healing Skills Bonus
When healing (100%), to self:
Ferocity: +10% Damage Modifier
+1 Socket
Usable: Cleric
Those with the strength to strike back will be honored above all others. Vengeance is sacred.
Offhand, Censer
+25% Health After Battle (fixed)
+10 Maximum Health (per Tier)
+3 Health Steal (per Tier)
+4 Healing Skills Bonus (per Tier)
When healing (100%), to self:
+1 Socket
Usable: Cleric
Despise not those among you too weak to defend themselves. Better instead to help them seek their retribution, in Her name.
Offhand, Censer
+1 Intellect
+7 Healing Skills Bonus
When healing (100%), to target:
+2 Sockets
Usable: Cleric
Tomes
The text within is indecipherable. The book whispers to the wielder.. a dark and unnerving presence.
Offhand, Tome
+1 Endurance
+4 Retaliation Damage
+1% Chance Free Skill Use
+4 Health Steal
-20% Resist Mental
When hit (100%), to enemy:
+1 Socket
Usable: Cleric, Mage
The ancients write of careful study and preparation.
Offhand, Tome
+2 Intellect
+1% Chance Free Skill Use
+20 Maximum Power
+15% Starting Action
+1 Socket
Usable: Cleric, Mage
A disgraced, heretical sect. But they knew how to fight.
Offhand, Tome
+2 Strength (+2 Strength per Tier)
+3% Critical Hit Chance
+1% Chance Free Skill Use
On critical (100%), to self:
+1 Socket
Prohibited: None
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