2402|3290|400|6|melee||0|0|0|crit|Silver Dagger|Quicksilver|+5% crit|+5% critical hit chance. A duelist's silver fang, light enough to slip through the gap in any guard.~2512|3412|450|5|||0|0|0|health|Wooden Shield|Heartwood|+100 HP|+100 max health. A round shield carved from old oak - the first thing every recruit learns to hide behind.~2418|3306|600|6|melee||0|0|0|attackDamage|Golden Sickle|Reaper's Edge|+8 AD|+8 attack damage. A harvest blade beaten into a weapon, swung by those who reap men as they once reaped wheat.~2411|3299|400|6|melee||0|0|0|onHit|Poison Dagger|Blightfang|poison 5% HP over 5s on hit|On melee hit, poison the target for 5% of their max health over 5s. Re-applying refreshes the duration. A notched blade kept wet with adder's venom in the groove.~7404|7404|850|6|melee||0|0|0|onHit|Assassin Dagger|Sunder|shred 5% armor/hit, stacks 5|On melee hit, apply 1 stack of armor shred to the target (max 5). Each stack reduces the target's armor by 5% for ALL incoming physical damage. Stacks fall off 10s after the last apply. A wickedly thin stiletto that worms into the seams of any armor.~2394|3282|750|6|melee||0|0|0|onHit|Morning Star|Pulverize|25% splash dmg 1sqm|+25% splash damage to enemies within 1 sqm of the melee target. A spiked iron head that crushes everything caught in its arc.~2438|3326|1800|6|melee||0|0|0|attackSpeed,crit|Epee|Fleche|+15% atk speed, +8% crit|+15% attack speed and +8% critical hit chance. A fencer's thin thrusting blade - all precision and speed, lethal in a duelist's hand.~11306|10389|4500|6|melee||0|0|1|attackSpeed,crit,lifeSteal|Sai|Thousand Cuts|+40% atk speed, +10% crit, 12% lifesteal (2H)|+40% attack speed, +10% critical hit chance, and heal for 12% of basic-attack damage dealt. A pair of exotic parrying blades that whir into a blur of strikes and bleed the enemy dry. Two-handed: you forfeit your shield slot for the storm.~2380|3268|500|6|melee||0|0|0|attackDamage|Hand Axe|Woodcutter|+10 AD|+10 attack damage. A notched woodsman's hatchet - the first real weapon any aspiring Mob ever swings. No tricks, just an honest edge.~2388|3276|750|6|melee||0|0|0|attackDamage|Hatchet|Timbersplit|+14 AD|+14 attack damage. A broad felling axe that bites deep with every stroke; what it lacks in finesse it makes up in plain cutting power.~2429|3317|1050|6|melee||0|0|0|attackDamage|Barbarian Axe|Warcry|+18 AD|+18 attack damage. A heavy tribal war-axe carried down from the frozen north, swung in a roaring overhead arc that asks no quarter.~2378|3266|1450|6|melee||0|0|1|attackDamage,armor|Battle Axe|Tempered|+22 AD, +5 armor|+22 attack damage and +5 armor. The soldier's standard - a balanced double-bitted blade and just enough plate sense to stand in the front rank and trade.~2432|3320|1900|6|melee||0|0|0|attackDamage,onHit|Fire Axe|Cinderbite|+24 AD, +12 fire dmg/hit|+24 attack damage. Your basic attacks sear the target for +12 bonus fire damage. A rune-forged axe whose edge never cools, leaving a smouldering brand in every wound.~2435|3323|2300|6|melee||0|0|0|attackDamage,armor|Dwarven Axe|Forgeheart|+30 AD, +10 armor|+30 attack damage and +10 armor. Stout dwarf-craft, heavier than it looks - the head shatters guards while the hardened cheeks turn aside the blows that answer.~2426|3314|2800|6|melee||0|0|1|attackDamage,onHit|Naginata|Sweep|+32 AD, 20% splash dmg 1sqm|+32 attack damage. Your strikes sweep wide, splashing 20% of the hit's damage to enemies within 1sqm of your target. A long-hafted polearm that carves a whole arc with a single pass.~2430|3318|3300|6|melee||0|0|0|attackDamage,armor|Knight Axe|Bulwark|+38 AD, +14 armor|+38 attack damage and +14 armor. The crowning weapon of the heavy line - a knight's broadaxe that lets a Mob anchor the frontline and still cleave straight through it.~2414|3302|3900|6|melee||0|0|1|attackDamage,attackRange|Dragon Lance|Lancer's Reach|+42 AD, +1 range|+42 attack damage and +1 attack range - strike from one tile farther than any other melee weapon. A dragoon's heavy lance, all reach and momentum, letting you poke before the enemy can answer.~2415|3303|4800|6|melee||0|0|1|attackDamage,crit,armor|Great Axe|Momentum|+48 AD, +15 armor, ramping crit to +50% (2H)|+48 attack damage and +15 armor - the single hardest-hitting weapon a Mob can wield. Momentum: each consecutive basic attack builds +5% critical hit chance, up to +50%, fading 4s after you stop swinging. Two-handed: you forfeit your right-hand shield for the heaviest axe ever forged.~2384|3272|500|6|melee||0|0|0|crit|Rapier|First Blood|+6% crit|+6% critical hit chance. A duelist's thin thrusting blade - the first sword a Mob learns to find the gap with (500g crit-line starter).~2385|3273|850|6|melee||0|0|0|crit|Sabre|Duelist|+10% crit|+10% critical hit chance. A curved cavalry sabre, light and quick, that rewards the Mob who knows exactly where to cut.~2409|3297|1200|6|melee||0|0|0|crit,onHit|Serpent Sword|Venom Fang|+10% crit, poison 5% HP over 5s on hit|+10% critical hit chance. On melee hit, poison the target for 5% of their max health over 5s (re-applying refreshes it). A wave-bladed serpent sword kept slick with adder's venom.~2397|3285|1600|6|melee||0|0|0|crit|Longsword|Keen Edge|+12% crit, +15% crit dmg|+12% critical hit chance and +15% critical hit damage. A classic knight's longsword honed to a razor - when it bites, it bites deep.~2392|3280|2100|6|melee||0|0|0|crit,onHit|Fire Sword|Wildfire|+10% crit, +12 fire dmg/hit|+10% critical hit chance. Your basic attacks sear the target for +12 bonus fire damage. The legendary blade of magic flame - its edge is a living fire that never gutters.~2383|3271|2500|6|melee||0|0|0|attackSpeed,crit|Spike Sword|Lacerate|+14% crit, +15% atk speed|+14% critical hit chance and +15% attack speed. A vicious barbed blade that draws blood with every quick stroke.~2407|3295|2900|6|melee||0|0|0|crit,lifeSteal|Bright Sword|Radiance|+14% crit, crits heal 25% dmg|+14% critical hit chance. Radiance: your critical strikes heal you for 25% of the damage dealt. A blade that shimmers light blue - every perfect cut feeds the wielder's own life.~2393|3281|3500|6|melee||0|1|1|crit,active|Giant Sword|Giant's Cleave|+30% crit, Active: guaranteed-crit front strike (2H)|+30% critical hit chance. Giant's Cleave (Active): an instant overhead strike on the tile directly in front of you that lands as a guaranteed critical hit. 60s cooldown. Two-handed: you forfeit your right-hand shield to heft a blade forged by ancient giants.~7384|7384|3900|6|melee||0|0|0|crit|Mystic Blade|Killing Spree|+18% crit, +30% crit dmg|+18% critical hit chance and +30% critical hit damage. The blade granted only to a champion of the arena - in the right hands, nearly every strike is a killing blow.~2400|3288|4800|6|melee||0|1|0|crit,active|Sword of Valor|Perfect Strike|+20% crit, +25% crit dmg, Active: next hit guaranteed crit|+20% critical hit chance and +25% critical hit damage. Perfect Strike (Active): your next basic attack is a GUARANTEED critical hit for +100% critical damage. 30s cooldown. The fabled Sword of Valor - the one perfect strike, reborn.~2398|3286|400|6|melee||0|0|0|attackDamage,armorPen|Mace|Dent|+6 AD, +5 armor pen|+6 attack damage; your blows punch through 5 of the target's armor. A plain iron mace - the first cudgel any Mob ever hefts, and it still caves in a careless skull.~2423|3311|550|6|melee||0|0|0|attackDamage,manaRegen,armorPen|Clerical Mace|Zealot|+8 AD, +8 armor pen, +1 mana/s|+8 attack damage, +1 mana per second; your blows punch through 8 of the target's armor. The acolyte's blessed cudgel - hollow-headed so it wells with mana even as it caves in plate.~2391|3279|1300|6|melee||0|0|1|attackDamage,armorPen|War Hammer|Skullcrusher|+30 AD, +10 armor pen (2H)|+30 attack damage; your blows punch through 10 of the target's armor. Two-handed: you forfeit your right-hand shield. A brutal slab of iron on a long haft - every copper of its cheap price bought smashing power, and not one bought finesse.~2445|3333|1800|6|melee||0|0|0|attackDamage,armorPen|Crystal Mace|Glasscutter|+18 AD, +22 armor pen|+18 attack damage; your blows punch through 22 of the target's armor - enough to leave most lightly-armored Mobs as good as unprotected. A faceted crystal head honed to a sundering edge that shears straight past plate.~2417|3305|1500|6|melee||0|0|0|attackDamage,armorPen,onHit|Battle Hammer|Permafrost|+16 AD, +12 armor pen, stacking slow on hit|+16 attack damage; your blows punch through 12 of the target's armor. Every melee hit packs the target in frost, stacking a movement slow that lingers a few seconds - nothing you can reach gets away. A rime-caked maul that never thaws.~2434|3322|2200|6|melee||0|0|0|attackDamage,armorPen,onHit|Dragon Hammer|Dragon's Breath|+24 AD, +12 armor pen, 20% hits cone fire|+24 attack damage; your blows punch through 12 of the target's armor. 20% of your melee hits belch a short cone of dragonfire in front of you, scorching every enemy caught. Dwarves forged its head from a slain wyrm's skull, and a little of the beast's breath never left it.~7427|7427|2200|6|melee||0|0|1|attackDamage,armorPen,antiheal|Chaos Mace|Grievous|+20 AD, +10 armor pen, -40% target heal on hit (2H)|+20 attack damage; your blows punch through 10 of the target's armor. Each melee hit inflicts Grievous Wounds, cutting the healing the target receives by 40% for 3 seconds. Two-handed: you forfeit your right-hand shield. A spiked horror of warped metal that leaves wounds which refuse to close.~2444|3332|3600|6|melee||0|0|1|attackDamage,armorPen,execute|Hammer of Wrath|Reckoning|+28 AD, +20 armor pen, +25% dmg vs low HP (2H)|+28 attack damage; your blows punch through 20 of the target's armor and strike 25% harder against Mobs already below 30% health. Two-handed: you forfeit your right-hand shield. The headsman's hammer - mercy is for the healthy.~2421|3309|5000|6|melee||0|0|0|attackDamage,armorPen,onHit|Thunder Hammer|Static Charge|+40 AD, +15 armor pen, every 3rd hit lightning burst|+40 attack damage; your blows punch through 15 of the target's armor. Every third melee hit discharges, erupting in a burst of lightning that arcs through nearby enemies. A storm sealed in steel - the rarest cudgel ever to leave a dwarven forge.~2436|3324|3000|6|melee||0|0|0|attackDamage,armorPen|Skull Staff|Soul Harvest|+12 AD, +1 armor pen/minion kill (max +25)|+12 attack damage. Last-hitting an enemy minion feeds the skull a soul, permanently granting +1 armor penetration - up to +25. Falling in battle spills half your harvested souls. A blinking skull lashed to a haft; it hungers, and every kill it claims makes your blows bite deeper.~7415|7415|2600|6|melee||0|1|0|attackDamage,armorPen,active|Cranial Basher|Concussion|+20 AD, +12 armor pen, Active: cone stun 0.75s|+20 attack damage; your blows punch through 12 of the target's armor. ACTIVE - Concussion: smash the ground ahead of you, hard-stunning every enemy Mob in a short cone for 0.75s (18s cooldown). Right-click the maul or use your active-item hotkey to cast. A skull-faced bludgeon that rings every helmet it meets.~7392|7392|3400|6|melee||0|1|1|attackDamage,armorPen,active|Orcish Maul|Warcry|+34 AD, +14 armor pen, Active: team +15% AD+speed (2H)|+34 attack damage; your blows punch through 14 of the target's armor. Two-handed: you forfeit your right-hand shield. ACTIVE - Warcry: bellow a battle-roar that grants you and every ally Mob in your match +15% attack damage and a burst of move speed for 5s (40s cooldown). A crude, massive orcish warhammer that turns a brawl into a rout.~2642|3551|250|8|||0|0|0|moveSpeed|Sandals|Fleetfoot|+15 speed|+15 move speed. Worn leather sandals off a long road - humble, but they carry you swiftly.~2643|3552|350|8|||0|0|0|armor,moveSpeed|Leather Boots|Wayfarer|+5 speed, +5 armor|+5 move speed and +5 armor. Sturdy travelling boots cobbled by a roaming smith for the long march to war.~3982|3556|500|8|||0|0|0|moveSpeed|Crocodile Boots|Brushstalker|+100 speed in bush (+2 steps after)|+100 move speed while in a bush; persists for 2 steps after leaving. Swamp-leather boots that slip through the brush unhindered.~2195|3079|1000|8|||0|0|0|moveSpeed|Boots of Haste|Roam|+40 speed out of combat|+40 move speed out of combat. Taking damage from an enemy suppresses the speed for 4s. A roaming boot - fast on the map, ordinary in a fight.~2645|3554|2200|8|||0|0|0|armor,tenacity|Steel Boots|Unyielding|+10 armor, -30% CC duration|Crowd control against you - slows, snares, and stuns - lasts 30% less time. +10 armor. Heavy steel boots that root you to the earth: sturdy and unshakeable, but they grant no extra move speed.~2640|3549|3000|8|||0|0|0|manaRegen|Soft Boots|Rejuvenation|+3 mana/s|+3 mana per second. The legendary sparkling boots, worn for nothing but their endless wellspring of mana.~2456|3350|600|6|ranged||0|0|1|attackSpeed,onHit|Bow|Windrunner|+8% atk speed, 5% on hit: +20 speed 3s (2H)|+8% attack speed, and each hit has a 5% chance to grant +20 move speed for 3s. A hunter's longbow: light, quick to draw, and every clean shot carries you a step quicker. Keeps your full range. Two-handed: you forfeit your shield.~7438|7438|1800|6|ranged||0|0|1|attackSpeed,crit,moveSpeed|Elvish Bow|Fleetfoot|+20% atk speed, +10% crit, hits stack +speed (2H)|+20% attack speed and +10% critical hit chance. Every hit quickens your stride by +4 move speed, stacking 5 times (+20); the stride fades 2s after your last shot. The elves' graceful bow, made for loosing arrows on the run. Two-handed.~8855|8027|2200|6|ranged||0|0|1|attackDamage,attackSpeed,onHit|Composite Hornbow|Burst Shot|+12 AD, +10% atk speed, every 4th hit bursts (2H)|+12 attack damage and +10% attack speed. Every 4th arrow is a burst arrow, exploding over the target and every enemy around it for 25 + 50% of your attack damage. Horn and sinew laminated into a bow strong enough to throw a paladin's burst arrows. Two-handed.~8857|8029|2200|6|ranged||0|0|1|attackDamage,attackSpeed,onHit|Silkweaver Bow|Webshot|+15% atk speed, +6 AD, every 4th hit snares (2H)|+15% attack speed and +6 attack damage. Every 4th arrow trails spider silk that snares the target, slowing it by 40% for 1s. Strung with silk from the deep spider nests, sticky enough to pin prey in place. Two-handed.~8856|8028|2700|6|ranged||0|0|1|attackSpeed,crit|Yol's Bow|Eagle Eye|+25% crit, +10% atk speed (2H)|+25% critical hit chance and +10% attack speed. Yol's bow had the truest aim of any bow in the land, and in your hands every arrow seeks the weak spot. Two-handed.~22417|20083|3000|6|ranged||0|0|1|attackDamage,attackSpeed|Umbral Bow|Draw Tension|+12 AD, same-target hits ramp atk speed to +36% (2H)|+12 attack damage. Each hit on the same target draws the string tighter: +6% attack speed per hit, up to +36%. Switching targets starts over, and the tension fades 3s after your last shot. An umbral bow that grows deadlier the longer you hold one target. Two-handed.~8854|8026|3200|6|ranged||0|1|1|attackDamage,attackSpeed,active|Warsinger Bow|Battle Hymn|+15% atk speed, +8 AD, Active: team +25% atk speed (2H)|+15% attack speed and +8 attack damage. Sing a battle hymn: you and every allied Mob within 6 tiles gain +25% attack speed for 5s (45s cooldown). A war bow whose string hums a marching song. Two-handed.~22418|20084|4800|6|ranged||0|0|1|attackDamage,attackSpeed,onHit|Umbral Master Bow|Twin Shadow|+30% atk speed, +14 AD, every 3rd hit: 2nd arrow (2H)|+30% attack speed and +14 attack damage. Every 3rd hit looses a shadow arrow at the nearest other enemy within 5 tiles for 50% of that hit's damage. Towers are never targeted. The masterwork of the umbral forges, said to loose two arrows from one string. Two-handed.~2455|3349|550|6|ranged||0|0|1|attackDamage|Crossbow|Heavy Draw|+14 AD, -10% atk speed, range 4 (2H)|+14 attack damage, but -10% attack speed and your attack range drops to 4. The soldier's crossbow: every bolt lands like a hammer, and every reload takes a breath. Two-handed.~8849|8021|1500|6|ranged||0|0|1|attackDamage,onHit|Modified Crossbow|Tinkered Trigger|+18 AD, first hit on a target +40%, range 4 (2H)|+18 attack damage. Your first bolt against a target you haven't hit for 4s deals +40% damage. -10% attack speed and range 4. A tinkerer's crossbow with a hair trigger, built to open a fight and slip away. Two-handed.~5803|5803|2200|6|ranged||0|0|1|attackDamage,armorPen|Arbalest|Plate Piercer|+24 AD, +12 armor pen, -15% atk speed, range 4 (2H)|+24 attack damage, and your bolts punch through 12 of the target's armor. -15% attack speed and range 4. A winch-cranked siege crossbow whose bolts were made for knights in full plate. Two-handed.~8850|8022|2400|6|ranged||0|0|1|attackDamage,onHit|Chain Bolter|Point Blank|+30 AD, +20% dmg within 2 tiles, range 3 (2H)|+30 attack damage, and +20% damage against targets within 2 tiles. -10% attack speed and your range drops to 3. A short, brutal repeating crossbow that empties its chain into whatever stands in front of it. Two-handed.~8853|8025|3000|6|ranged||0|0|1|attackDamage,onHit|The Ironworker|Rend|+22 AD, hits deal 3% max HP vs Mobs, range 4 (2H)|+22 attack damage. Each bolt that hits an enemy Mob also deals 3% of its maximum health as physical damage. -15% attack speed and range 4. Dwarven forge-work that cracks the thickest hide. Two-handed.~8852|8024|3200|6|ranged||0|0|1|attackDamage,crit|The Devileye|Unsteady Aim|+34 AD, +50% crit dmg, 20% shots graze, range 4 (2H)|+34 attack damage and +50% critical hit damage, but 20% of your bolts only graze, dealing half damage. -15% attack speed and range 4. A cursed crossbow of enormous power that never quite shoots straight. Two-handed.~8851|8023|4500|6|ranged||0|1|1|attackDamage,active|Royal Crossbow|Kingslayer Bolt|+30 AD, Active: 8-tile crit bolt, range 4 (2H)|+30 attack damage. Loose a royal bolt straight ahead: it flies up to 8 tiles and strikes the first enemy Mob in its path as a guaranteed critical hit for double (40 + 100% of your attack damage). It never hits towers (45s cooldown). -15% attack speed and range 4. The crossbow of the royal guard. Two-handed.~22421|20087|4800|6|ranged||0|0|1|attackDamage|Umbral Master Crossbow|Siege Stance|+40 AD, stand still: range 5 & +20% dmg (2H)|+40 attack damage. Stand still for 1.5s to brace: your range returns to 5 and your bolts deal +20% damage until you move. -15% attack speed, and range 4 while on the move. The heaviest crossbow ever forged, meant to be planted, not carried. Two-handed.~2389|3277|450|6|ranged||0|0|0|attackDamage|Spear|Footman's Throw|+9 AD, range 4, one-handed|+9 attack damage, and your attack range drops to 4. A plain throwing spear that leaves your shield hand free: less punch than a crossbow, but you keep your guard up. One-handed.~23529|21158|1400|6|ranged||0|0|0|attackDamage,onHit|Glooth Spear|Glooth Gum|+12 AD, stacking slow on hit, range 4|+12 attack damage. Each hit gums the target with glooth, slowing it by 6 move speed, stacking 4 times (-24); each stack lasts 5s. Range 4. A Rathleton spear dipped in sticky glooth. One-handed.~3965|3347|1600|6|ranged||0|0|0|attackDamage|Hunting Spear|Huntsman|+10 AD, +1 AD per minion/camp kill (max +20), range 4|+10 attack damage, plus +1 attack damage for every enemy minion you last-hit and every jungle camp you kill, up to +20. You lose a third of the stacks when downed. Range 4. A hunter's spear with a notch carved for every kill. One-handed.~7378|7378|2600|6|ranged||0|0|0|attackDamage|Royal Spear|Phalanx|+14 AD, +AD = 40% of shield armor, range 4|+14 attack damage, plus attack damage equal to 40% of your shield's armor. Range 4. The royal guard's spear, thrown from behind a raised shield. One-handed.~7367|7367|4200|6|ranged||0|0|0|attackDamage,onHit|Enchanted Spear|Impaling Throw|+26 AD, every 4th throw pierces a line, range 4|+26 attack damage. Every 4th throw flies on through the target for 4 more tiles, striking every enemy in its path for 60% of the damage. Towers are never hit. Range 4. A spear enchanted to pierce whatever it strikes and keep on flying. One-handed.~1294|1781|50|6|ranged||0|0|0|attackDamage,onHit|Small Stone|Lucky Throw|+2 AD, 1% on hit: stun 1s, range 3|+2 attack damage, and each hit has a 1% chance to stun the target for 1s. Range 3. Every adventurer's first ranged weapon, picked up off the ground in Rookgaard. Don't laugh - it works. One-handed.~2410|3298|450|6|ranged||0|0|0|attackDamage|Throwing Knife|Knife's Edge|+13 AD, range 3, one-handed|+13 attack damage, and your attack range drops to 3. A balanced throwing knife: you have to get close, but every throw bites deep, and your shield hand stays free. One-handed.~7366|7366|1700|6|ranged||0|0|0|attackDamage,antiheal|Viper Star|Viper Venom|+16 AD, -40% target heal on hit, range 3|+16 attack damage. Each hit inflicts Grievous Wounds, cutting the healing the target receives by 40% for 3s. Range 3. A star dipped in viper venom that keeps wounds from closing. One-handed.~2399|3287|2400|6|ranged||0|0|0|attackDamage,onHit|Throwing Star|Rebound|+18 AD, hits rebound to a 2nd enemy (35%), range 3|+18 attack damage. Each hit rebounds off the target into the nearest other enemy within 3 tiles of it for 35% of the damage. Towers are never hit. Range 3. A razor-edged star that rarely stops at one target. One-handed.~28391|25735|2800|6|ranged||0|0|0|attackDamage,onHit|Leaf Star|Canopy|+20 AD, first hit from a bush +50% & slow, range 3|+20 attack damage. Your first hit from a bush, or within 2 steps of leaving one, deals +50% damage and slows the target by 30% for 1.5s. Recharges each time you enter a bush. Range 3. A star shaped like a leaf, thrown from the undergrowth. One-handed.~7368|7368|4200|6|ranged||0|0|0|attackDamage,execute,onHit|Assassin Star|Death Mark|+28 AD, shred armor on hit, +20% vs low HP, range 3|+28 attack damage. Each hit shreds 5% of the target's armor, stacking 5 times, and your hits deal 20% more damage to enemy Mobs below 30% health. Range 3. The assassins' guild star: it finds the gap in the armor, then finishes the job. One-handed.~2483|3377|250|4|||0|0|0|armor|Scale Armor|Scaleguard|+8 armor|+8 armor. A young warrior's hand-built protection - rough iron scales sewn onto a leather jerkin.~2463|3357|350|4|||0|0|0|armor|Plate Armor|Ironclad|+10 armor|+10 armor. A footman's breastplate hammered out at the village forge - plain, honest steel.~2505|3399|2300|4|||0|0|0|attackDamage,attackSpeed|Elven Mail|Featherlink|+18% atk speed, +6 AD, -10% HP|+18% attack speed and +6 attack damage, but the gossamer elven links give no armor at all and drain -10% of your max health. Weightless speed and bite, bought with your own lifeblood and not a scrap of protection.~2647|3557|300|7|||0|0|0|armor|Plate Legs|Ironstride|+7 armor|+7 armor. Plated greaves to match a soldier's cuirass, guarding the long stride into battle.~2507|3401|2900|7|||0|0|0|attackSpeed|Elven Legs|Swiftblades|+30% atk speed|+30% attack speed, but the gossamer elven weave offers no armor at all. Featherlight legs spun for the relentless flurry of a duelist, never the shield wall.~2478|3372|700|7|||0|0|0|attackSpeed|Brass Legs|Tinker's Tempo|+12% atk speed|+12% attack speed. Cheap brass greaves a tinker beat down light - they shed just enough weight to quicken every swing, a recruit's first taste of speed.~2504|3398|1500|7|||0|0|0|attackSpeed,armor|Dwarven Legs|Forgeflurry|+15% atk speed, +5 armor|+15% attack speed and +5 armor. Stout dwarf-craft greaves, light enough to keep you swinging yet too proud to shed all their plate - speed that doesn't leave you naked.~2469|3363|3200|7|||0|0|0|armor,health|Dragon Scale Legs|Dragonmend|+18 armor, 10 HP/s|+18 armor and restore 10 health every second. Thick dragon-scale greaves that knit and re-grow like living hide, mending every wound between blows.~7885|812|2400|7|||0|0|0|magicLevel,manaRegen,armor|Terra Legs|Bedrock|+5 magic, +12 armor, +1 mana/s|+5 magic level, +12 armor, and +1 mana per second. Greaves of fused bedrock that root a battle-mage in the front rank - arcane power married to honest stone.~7895|822|2800|7|||0|0|0|magicLevel,cooldown|Lightning Legs|Stormcall|+10 magic, -18% cooldowns, -6% HP|+10 magic level and your mob abilities cool down 18% faster, but the racing current sears away -6% of your max health. Storm-charged greaves that crackle you from one cast to the next, never letting a spell sit idle.~7894|821|3400|7|||0|0|0|magicLevel|Magma Legs|Cindersworn|+20 magic, -10% HP|+20 magic level, but the molten greaves burn away -10% of your max health and grant no armor at all. Legs sheathed in living magma - staggering arcane power for any Mob willing to burn for it.~2653|3564|600|4|||0|0|0|magicLevel|Red Tunic|Emberweave|+5 magic|+5 magic level. A crimson robe woven with embered thread, favored by hedge-mages learning their first sparks.~2190|3074|450|6|caster||0|0|0|manaRegen|Wand of Vortex|Wellspring|+1 mana/s|+1 mana regenerated per second. An apprentice's wand, its core a slow spring of arcane water that never quite runs dry.~2187|3071|3000|6|caster||0|0|0|onHit|Wand of Inferno|Scorch|+13 fire dmg/hit (+1/magic), range -2|Your basic attacks burn for +13 bonus fire damage, plus +1 per magic level. Drawback: your attack range is shortened to 3.~2189|3073|1200|6|caster||0|0|0|onHit|Wand of Cosmic Energy|Cosmic Burst|post-cast hit: +energy dmg = magic, range -1|After you cast any mob ability, your next basic attack erupts with bonus energy damage equal to your magic level. Drawback: your attack range is shortened to 4.~2188|3072|2000|6|caster||0|0|0|onHit|Wand of Decay|Wither|on hit: -5 speed slow, stacks to -25, range -1|Your basic attacks rot the target, stacking a -5 move speed slow up to 5 times (-25 total). Each stack lingers for 12s. Drawback: your attack range is shortened to 4.~2433|3321|2500|6|caster||0|0|1|magicLevel,armor|Enchanted Staff|Battlemage|+25 magic, +30 armor|+25 magic level and +30 armor. An iron-shod warstaff for the sorcerer who holds the line instead of fleeing it.~2323|3210|1300|1|||0|0|0|onHit|Hat of the Mad|Mad Surge|25% chance abilities deal +40% dmg|Your mob abilities have a 25% chance to go mad and deal +40% damage.~3967|3403|1600|1|||0|0|0|healing|Tribal Mask|Spirit Ward|+25% healing received|All healing you receive is increased by 25%. Empowers your own heal abilities and the Ultimate/Intense Healing runes alike.~2663|3574|800|1|||0|0|0|spellVamp|Mystic Turban|Soul Siphon|3% spell vamp|+3% spell vamp from mob abilities. A shaman's wrapped headdress that drinks a sip of life from every spell it channels.~2474|3368|3000|1|||0|0|0|armor,moveSpeed|Winged Helmet|Hermes' Grace|+10 armor, +12 speed|+10 armor and +12 move speed. A winged helm blessed by the messenger god - prestige steel that keeps you tanky and fleet.~2498|3392|1400|1|||0|0|0|armor,health|Royal Helmet|Sovereign|+9 armor, +15% HP|+9 armor and +15% max health. A crowned warhelm worn by those born to lead the front rank.~2491|3385|400|1|||0|0|0|health|Crown Helmet|Highborn|+150 HP|+150 max health, but it grants no armor at all. A jeweled coronet flaunted as a status symbol, never forged to turn a blade - the earliest, cheapest way to pad out your health pool.~2496|3390|1800|1|||0|0|0|armor,thorns|Horned Helmet|Goring Horns|+12 armor, thorns 25% on melee hit|+12 armor. Enemies that hit you with a melee basic attack are gored for 25% of the damage they dealt. Does nothing against ranged attacks or abilities.~2475|3369|800|1|||0|0|0|armor,health|Warrior Helmet|Vanguard|+8 armor, +80 HP|+8 armor and +80 max health. A dented recruit's helm, handed down from one front-line soldier to the next.~2493|3387|3000|1|||0|0|0|attackDamage,magicLevel|Demon Helmet|Demonic Pact|+12 AD, +12 magic, -12% HP|+12 attack damage and +12 magic level, but the helm feeds on you for -12% max health. A prestige demon-set helm - raw power bought with blood, and not a scrap of protection.~2476|3370|700|4|||0|0|0|health|Knight Armor|Stalwart|+8% HP|+8% max health. A knight's full harness, built to keep its bearer standing through a long, grinding melee.~2487|3381|950|4|||0|0|0|health|Crown Armor|Lifeward|+12% HP|+12% max health. Gilded royal plate - as much a statement of power as a wall of steel against the blade.~2523|3423|4800|5|||0|0|0|armor,utility|Blessed Shield|Blessed Revival|+15 armor, revive on the spot at 50% HP|+15 armor. When you are downed, a holy light gathers for 3s, then your Mob is revived on the spot at half health. 3-minute cooldown.~2519|3419|2000|5|||0|1|0|armor,active|Crown Shield|Aegis|+32 armor, Active: shield 300 dmg|+32 armor. Shield yourself against the next 300 damage of any kind for 3s. Unused shielding fades after 3s, then a 60s cooldown. Use the shield (right-click) or your active-item hotkey to cast.~2514|3414|3000|5|||0|1|0|armor,active|Mastermind Shield|Riposte|+37 armor, Active: parry+reflect all dmg 2s|+37 armor. For 2s you parry ALL incoming damage - you take none - and reflect 100% of it back onto your attackers.~2534|3434|1100|5|||0|0|0|lifeSteal|Vampire Shield|Bloodthirst|20% lifesteal|Heal for 20% of melee/ranged attack damage dealt. A fanged shield that drinks the blood your blows spill.~2520|3420|2500|5|||0|1|0|armor,active|Demon Shield|Featherstep|+35 armor, Active: +50 speed 3s|+35 armor. The shield's weightlessness sweeps you forward with +50 move speed for 3s, then a 60s cooldown. Use the shield (right-click) or your active-item hotkey to cast.~2536|3436|3000|5|||0|1|0|armor,active|Medusa Shield|Petrifying Gaze|+22 armor, Active: cone root 1.5s / slow 1s|+22 armor. Unleash your gorgon stare on a small area in front of you. Enemies looking AT you are turned to stone - petrified into a statue, unable to move for 1.5s; enemies looking AWAY merely catch the edge of your gaze and are slowed for 1s. 3-minute cooldown. Use the shield (right-click) or your active-item hotkey to cast.~2175|3059|600|5|||0|0|0|magicLevel|Spellbook|Forbidden Knowledge|+1 magic/minion kill (max +30)|+1 magic level per minion last hit (max 30). On death, lose half your stacks (rounded up). A forbidden tome that grows in power with every soul its pages record.~2522|3422|4000|5|||0|0|0|armor|Great Shield|Dragonscale|+38 armor, +1 armor/minion kill (max +40)|+38 armor. Each minion you last-hit hardens your scales for +1 armor, up to +40 (78 armor at full stacks). When you are downed, lose half your stacks. A great dragon-scale shield that only reaches its full power through carnage.~2528|3428|2000|5|||0|0|0|armor,gold|Tower Shield|Bullion|+32 armor, +20g per minion, -25 speed|Each minion you last-hit pays out an extra 20 gold. +32 armor. Drawback: the shield's dead weight slows you by 25 move speed. A heavy Dragon Lord tower shield - most warriors sell it to the vendor, but wearing it pays for itself.~7618|266|50|0||misc|3|0|0||Life Fluid||200 health over 30s (max 3)|Restores 200 health over 30 seconds. Drinking another while it's active adds 30 more seconds. (Max 3)~7620|268|50|0||misc|3|0|0||Mana Fluid||200 mana over 30s (max 3)|Restores 200 mana over 30 seconds. Drinking another while it's active adds 30 more seconds. (Max 3)