Mage-Armour

Standard Mage-Armour has the following implicit bonuses:

[+2% ER, +2% MR, +2% MS ]

 Olde Elven Mage-Armour / Head / Rare Cotton & Leather [ +4 Intellect, +8% Mental Resistance, +5% Mana ]

/ Olde Elven Mage-Armour / Shoulders / Rare Cotton & Leather [ +1 Intellect, +5% Elemental Resistance ]

/ Olde Elven Mage-Armour / Chest / Rare Cotton & Leather [ +1 Intellect, +3% Mental Resistance, +8% Elemental Resistance ]

/ Olde Elven Mage-Armour / Chest / Rare Cotton & Leather [ +3 Intellect, +5% Mental Resistance, +10% Elemental Resistance ]

/ Olde Elven Mage-Armour / Hands / Rare Cotton & Leather [ +1 Intellect, +1 Agility, +3% Mental Resistance, +10% Cast Speed ]

/ Olde Elven Mage-Armour / Legs / Rare Cotton & Leather [ +1 Intellect, +1 Agility, +5% Damage Resistance, +5% Movement Speed ]

/ Olde Elven Mage-Armour / Feet / Rare Cotton & Leather [ +1 Intellect, +3 Agility, +10% Movement Speed ]

/ Lesser Robes of the Quaima / Rare Cotton & Silk Mage-Armour
[ +5 Intellect, +5% Damage Resistance, +10% Elemental Resistance, +10 Reptile Disposition ]

/ Ancient Elven Mage-Armour / Chest / Elite Reinforced Spell-Thread
[ +5 Intellect, +5% Damage Resistance, +10% Elemental Resistance, +10 Reptile Disposition ]

/Ancient Elven Mage-Armour / Hood / Elite Reinforced Spell-Thread

[ +10 Intellect, +20% Elemental Resistance, +15% Spell Penetration, +5% Critical Hit Resistance ]

/ Ancient Elven Mage-Armour / Feet / Elite Reinforced Spell-Thread

[ +5 Intelligence, +5 Agility, +20% Movement Speed, +20% Dodge ]

/ Robes of the Quaima / Elite Spell-Thread

[ +10 Intellect, +10% Damage Resistance, +20% Elemental Resistance, +20 Reptile Disposition ]

/ Healer’s Robes / Elite Cotton (can be worn over armour)

[ +5 Intellect, +5 Charisma +5% Damage Resistance, +10% Effectiveness with all Healing Spells, +10% Mana Regeneration ]

/ Gloves of Elemental Convergence / Legendary Spell-Thread

[ +10 Intellect, +10 Agility, +15% Cast Speed, +15% More Elemental Damage, Fire Spells are Cast as Shock, Shock Spells are Cast as Cold, Cold Spells are Cast as Earth, Earth Spells are Cast as Fire, Magic Missile +1 ]

/  Crown of Thorns / Legendary Blood-Wood

[ -5 Intellect, +10 Luck, Take +5% More Melee Damage, For all Melee Damage Taken, do 10/20/30% More Spell Damage / Spell Penetration for each hit landed per round, +25% Life Leech Resistance ]

/ Ancient Crown of Arhun / Legendary Gold and Adamantite

[ +15 Intellect, +5 Strength, Dominate, Curse, Charm (2400, 2400, 2400 Mana) Each of the Three Elite Gems (Emerald, Sapphire and Ruby has a limited number of uses (100-1000 per gem, after which time it will shatter in an explosive cone issuing from the third eye – causing 1,000-10,000 damage – Poison, Shock, Fire respectively ] Once the Eilte Gem is Broken, the Crown is unharmed and can then be replaced with a new gem)

Lore
[ Although the sundered elven people of Memory may yearn for the days of yore and the privileges of the lost Arhun civilisation, none of the other races would prefer it’s second coming. The Arhun people (a combined mix of Sea Elf Mer, and High Elf Savant were vicious, intolerant and domineering, enslaving all races they considered beneath them, including many of the Great Wyrms ]

/ Robe of Ivchna / Legendary Spell-Thread

[ +10% Damage Resistance, +25% Mental Resistance, +10% Elemental Resistance, Teleport 2/day ] (Mage, Monk or Priest Only)

/ Archmage’s Robes / Black Spell-Thread

[ +10 Intellect, +10 Charisma, +5 Luck, +10% Resistance to All Physical Effects, +25% Resistance to All Spell Effects, Contingency 1/day ]

/  Robe of Displacement / Legendary Shadow-Thread

[ +10 Agility, +5 Intellect, +25% Dodge, +25% Move Silently and Sneak, + 10% Elemental Resistance, +33% KIR Resistance, the First Attack of Every Round Always Misses (non-AOE) ]

/  Psion’s Hood / Legendary Spell-Thread

[ +15 Intellect, 15% Reduced Chance to Receive Critical Hit, +25% Mental Resistance, +15% Effectiveness with all Telekinesis, Charm and Aegis Spells, Immunity to Forgetfulness ] (Mage Only)

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