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QW2 - Items


Randomizer

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New and changed items are shown in boldface

Items with no store (S) number are found or bought from merchants.not in forts

Rings (except one Shielding Band), necklaces (Shaman’s Fetish), and charms can only be found.

 

Abbreviations

 

S stores built to buy item

C tier of combat abilities to use item

A tier of arcane abilities to use item

P physical armor

M magical armor

Blk percentage chance of blocking physical and/or magical damage

res resistance

 

 

Weapons:

 

Smithy

 

One handed weapons:

 

Light slash

S C

- -  Ceremonial Dagger  5% speed bonus

1 0 Bronze dagger     5% speed bonus

-  1 Ritual Ro  dagger    10% speed bonus

1 -  Iron dagger        10% speed bonus, 1 slot

2 - Blessed dirk        10% speed bonus, 1 slot

5 - Folded steel dagger  10% speed bonus, 2 slots

- - Geld Nas dagger - +10% critical chance, +5% to hit chance

 

Heavy slashing

S C

1 1 Iron Shortblade    1 slot, +5% to ghit chance

- 1  Ro Sideblade        +3 to physical damage, +5% to hit chance

- 1 War axe            1 slot, +10% to critical chance

1 - Steel rapier        1 slot

1 - Folded steel rapier    2 slots

2 1 Bronze broadblade    2 slots, +3 physical damage

3 1 Iron broadblade    2 slots, +3 physical damage

4 2 Steel broadblade    3 slots, +3 physical damage

7 2 Folded steel blade        3 slots, +5 physical damage

- 2 Great axe 1 slot, +20% to critical damage, _5% to hit chance

 

Scourge

S C

- 1 Bronze Scourge 10% speed penalty,5% to hit chance, bleeding 3 turns

- 1 Iron Scourge 10% speed penalty,5% to hit chance, bleeding 3 turns

- 1 Truth scourge  10% speed penalty,5% to hit chance, bleeding 3 turns, stun for 12 turn (10&)

 

Two handed weapons:

 

S C

1 1 Bronze spear        1 slot, 25% chance to cleave

-  1 Barbed Litha spear bleeding for 3 turns

1 1 Piretical Sword +3% to hit chance, +3% critical hits, +3% physical evasion, 2 slots

1 -  Iron spear        1 slot, 25% chance to cleave

2 1 Steel spear        2 slot, 25% chance to cleave

- 2 Barbed Litha glaive bleeding for 3 turns

- 2 Great Axe 20% critical hit chance, 5% to hit chance, 1 slot

4 1 Folded steel glaive    2 slot, 25% chance to cleave

5 2 Iron halberd        3 slot, 35% chance to cleave

7 2 Steel halberd        3 slot, 35% chance to cleave

 - 2 Temptation Rainbow lance, 2 slots magical damage, bleeding 2 turns, poison for 2 turns

7 3 Folded Steel halberd 3 slot, 35% chance to cleave

- 1 Cutlass of Luck +5% to hit chance, critical chance, evasion, cleave 25% chance , 2 slots

 

Arcane weapons

S A

1 1 Arcane dagger +5 to hit, 10% speed penalty, 1 slot

- 1 Amber shard 10% speed penalty, +5% to hit chance

1 1 Fire shortblade +20% to Critical chance, 1 slot

3 2 Ethereal blade +20% to Critical chance, 2 slot

4 2 Crystalized Venom +20% to Critical chance, 2 slot, poison for 2 turns (50%)

5 3 Crystalized Ice +20% to Critical chance, 3 slot, slow for 3 turns (50%)

7 3 Crystalized Fire +20% to Critical chance, 3 slot, vulnerable for 3 turns (50%)

-  3 Amber Glowblade 10% speed penalty, +5% to hit chance, hits are critical (20%) slow for 3 turns (50%)

 

S A two handed

-  1 Amber Poleshard hits are critical 20%

5 1 Fire Lance 1 slot

1 Corrupted lance hits are critical 20%, 1 slot

-  2 Ethereal lance hits are critical 20%, 2 slot

5 2 Acidic halberd hits are critical 20%, 2 slot, poison for 4 turns (50%)

  3 Flaming halberd hits are critical 20%, 3 slot, vulnerable for 2 turns (50%)

7 3 Coldpoint halberd hits are critical 20%, 3 slot, slowed for 2 turns (50%)

-  1 Amber poleshard +20% to Critical chance

- 3 Ahriel pole crystal vulnerable for 2 turns (50% chance)

- 3 The Warp Spear 20% speed bonus, +10% to physical evasion, 3 slots, hits are critical (20%), vulnerable for 2 turns (50%)

- 3 - Cutlass of Radiance +5% to hit chance, critical chance, evasion, confusion 2 turns (20%), 3 slots

 

Carpentry

 

Bows

S C

1 - Crude bow

1 - Yew bow

3 - Longbow hits are critical (5%)

- -  Kranas bow

4 1 Ash Longbow hits are critical (5%)

6 2 Composite bow hits are critical (5%)

7 3 Havenite warbow  hits are critical (5%)

- 2  Fool's Shot Bow - can cause confusion to party members - bleeding for 2 turns, confusion for 1 turn (10%)

- 2  Icebotl Bow +20% curse duration, slowed fro 2 turns )10%), magical damage

- 1 Kranas longbow 5% hits are critical

- 2 Kranas war bow 5% hits are critical

- 3 Dhagon Defender 35% speed penalty, +10% to hit chance, vulnerable 3 turns - magical damage

 

Wands - arcane

S A

1 1 Oak wand         weakness 20%, 1 slot

- 1 Erudico horn wand     weakness 20%

1 1 Wand of horn        weakness 20%, 1 slot 

3 1 Yew wand        slow 30%, 1 slot

5 2 Wand of bone    slow for 2 turns (30%), 2 slots

- 2  Erudico bone wand slow 30% 2 slots

7 3 Living wand        slow for 2 turns (30%), 2 slots

 

Staves - arcane - two handed

S A

1 1 Oak staff        weakness 50%, 1 slot

2 2 Electrum rod    weakness for 2 turns (50%), 1 slot

- 2  Erudico rod weakness 50% 

4 2 Enchanted staff    slow for 2 turns (50%), 2 slots

 3  Crystalline rod    slow for 2 turns (50%), 2 slots

3   Elixir cure wand    slow for 2 turns (50%), 3 slots

- 3 Erudico staff slow (50%), 2 slots

- 2  Reklea’s Abadoon more damage as user wounded, 2 slots

 

Armor

 

Smithy

 

Armor

 

Light Armor blocks up to 60%

S C P M

-  -  3 % Leather vest       

1 -  4 2Leather armor    1 slot

- 1  5 2 Bracken leather +10% poison resist

2 -  7 4 Studded leather 1 slot

-  1 7 4 Forest leather +25% to Poison resist

3 -  9 6 Havenite Jerkin 2 slots

2 1 9 6 Drakeskin jacket 2 slots

-  - 7 3 Assassin’s jerkin +10% speed, +10% critical chance, 1 slot

1 - 5    Bronze Scale armor +10% to Stun resist, 10% Speed penalty, 1 slot

1 1 7 3 Iron scale armor+10% to Stun resist, 10% Speed penalty, 2 slot

 

Mediumt Armor blocks up to 70%

S C P M

- 2 12 5 Ro chainmail +10% Stun resist, 1-% Speed penalty

2 1 9 4 Iron chainmail +10% Stun resist, 10% Speed penalty, 2 slots

3 2 14 6 Steel chainmail  +10% Stun resist, 10% Speed penalty, 2 slots

4  2 15 8 Fine hauberk +10% Stun resist, 10% Speed penalty, 3 slots

1 1 5  3 Iron breastplate +20% to Stun resist, 20% Speed penalty, 1 slot

2 2 10 5 Steel breastplate +20% to Stun resist, 20% Speed penalty, 2 slots

-  2 8 5 Dhaga breastplate +20% to Stun resist, 20% Speed penalty

 

Heavy Armor blocks up to 80%

S C P M

6 2 13 6 Iron plate armor +20% to Stun resist, 20% Speed penalty, 2 slot

5 3 17 8 Steel plate armor +20% Stun resist, 20% Speed penalty, 3 slots

- 2  7 3  Armor of the Woods +10% to Mental resist, +10% to Healing bonus, 1 slot

- 3 21 10 Infernal plate +20% to Stun resist, 20% Speed penalty, +1 to Healing Strikes, +5 to Magical damage

7 3 21 1% Haven plate +20% Stun resist, 20% Speed penalty, 3 slots

 

 

Helmets

S C P M Blk

1 -   1 1 20% Leather cap       

1 -  2 1  20% Leather helm     

1 -  3 2 20% Fine Leather helm 

4 1 4 2 20% Haven leather helm 1 slot

- 1 4 2 25% Ro Bronze  helm  

- 1 4 3  30% Ro Bronze Sallet +5% stun res.

1 -  3 1 25% Iron Chain helm 

4 2 6 3 25% Bronze helm 1 slot

- 2 7 3 25% Ro Iton helm

- 0 6 4  25% Ro War helm +5% stun res.

5 2 7 3 25% Steel helm   1 slot

2 -  3 1 25% Iron Chain helm  

2 1 4 2 25% Steel Chain helm 

3 1 5 2 25% Fine Mail coif 

2 1 3 2 30% Bronze sallet 

3 1 4 3 30% Iron sallet 

5 2 5 3 30% Iron plate helm  2 slots

5 2 6 4 30% Steel plate helm   2 slots

6 3 8 4 30% Haven Bassinet 3 slots

 

-  -  3 2  20% Beast helm +4 damage to Undead

-  - 3 3   20% Ice Drake helm +5% magical evasion, +5% curse res., +1 magical damage

- 3 8 4  30% Radiant helm +5% stun res., +1 Shockwave

- - 4 2.  20% Helm of the Woods +1 Heaing Strikes

 

Weaving Room

 

Robes

S A P M Blk

1 1 2 7 70% Apprentice robes +10% to Blessing duration

- 1 2 6  70% Erudico Tunic +3% to Blessing duration, +3% to Healing bonus

1 1 2 7 70% Healer's robes  +10% to Healing bonus, 1 slot

2 1 2 7 70% Fiery robes +1 Magical damage, 1 slot

3 2 6 18 70% Enchanter's Raiment +20% to Blessing duration, 2 slots

- 2 6 10 70% Erudico Raiment +6% to Blessing duration, +6% to Healing bonus, +1 to Magical damage

4 2 6 18 70% Healer's Raiment +15% to Healing bonus, 2 slots

4 2 6 18 70% Warmage's Raiment +2 to Magical damage, 2 slots

6 3 9 27 80% Sage's vestment +30% to Blessing duration, 3 slots

7 3 9 27 80% Holy vestment +20% to Healing bonus, 3 slots

7 3 9 27 80% Sorcerer's vestment +3 Magical damage, 3 slots

- 1 2 15 70% Erudico vestment +8% to Blessing duration, +8% to Healing bonus, +2 Magical damage, 1 slot

- 1 2 15 70% Necromancer's robe +8% to Blessing duration, +8% to Healing bonus, +2 Magical damage, +10% to Critical chance, 1 slot

 

Cowls

S C P M Blk

1 - 1  3 20% Apprentice hood 

-  - 1 2 20% Erudico Cowl +5% stun res.

2 - 1 4  20% Acolyte's cowl

3 1 2 5 25% Caster's hood  1 slot

4 1 2 6 30% Spidersilk cowl   1 slot

7 2 3 7 30% Blessed hood  2 slots

- 1 2 4  30% Fine Erudico cowl +5% stun res.

- 1 2 5 25% Plague Mask +1 Battle Medic, +5% healing, 1 slot

 

S A P M Blk

-  -   3 7 30% Geld /nas hood +2 Hide in shadows, +10% critical chance, 2 slots

 

Gloves - up to 20% damage absorbed

1 -  1 - Cloth Gloves

2 -  2. - Leather Gloves

5 - -3 -  Chain Gloves

7 - 4 -   Plate Gloves

2 -  - 1  Silk Gloves 20% damage, +5% Curse res.

5 - - 2  Runed Cloth Gloves_5% Cures res.

7 - - 4  Ember Mittens +2 Magical Damage

-  - 1 1 Quickstrike Gloves 8% speed

-  - 1 -  Barbed Bracer +1 Bloodletting

- - 3 1  Deathward Gauntlets 5% physical evasion

- - 1 2 Cozy Bracers +10% magical evasion

- - 4 0 Thunderclap Gauntlets once between rests can send stunning shockwave, +10% Stun res.

-  - 2 2 Mother’s Mittens +5% Physical evasion, +5% Mental res.

- - 1 1 Medic’s Guard +5% healing bonus, +1 Battle Medic

- -  0 3 Fool’s Grip +10 arrow damage, chance of stun if melee attack

- -  3 3  Gauntlets of Power - +2 Physical damage, +5% Critical chance

 

 

Carpentry

 

Shields

 

60% chance of absorbing damage

S C P M

1 - 3 1 Wood buckler   

- 1 5 2 Dhaga buckler             

1 1 5 2 Scale buckler     1 slot

-  1 6 3 Dhaga shield - 5% speed penalty              

2 1 6 3 Hardwood buckler    1 slot

4 1 6 3 Steel buckler     2 slots    

    

70% chance of absorbing damage 

S C P M

1  1 5 2 Wood shield        5% speed penalty, 1 slot

-  - 6 3 Dhaga shield                    

2 1 6 3 Wood tower shield 5% speed penalty, 2 slots

5 2 8 4 Iron tower shield 10% speed penalty, 2 slots

7 3 10 5 Steel tower shield 10% speed penalty, 3 slots

 

80% chance of absorbing damage 

- 2 8  4  Dhaga Tower shield 10% speed penalty 1 slot

- 3 11 6 Dyne's Palisade  10% speed penalty, +1 to Shield Ally, 3 slots

- 2 10 5 Jeweled Shield +2 Magical Damage, =10$ Magical evasion, 3 slots

 

Orbs (only found or bought)

50% chance of absorbing damage 

S A P M

-  1 2 4  Amethyst orb  +5% mental resist, 1 slot

-  1 3 6  Amber orb  +5% mental resist, 1 slot

- 2  4 8  Solid Magma orb +10% mental resist, 2 slots

- 2 5 10  Lightning orb +10% mental resist, 2 slots

- 3 6 12  Draconic orb +15% mental resist, 3 slots

- 3 7 14  Coldpoint orb +15% mental resist, 3 slots

-2  5 10  Harvester Shard  +2 Shock, +1 Icy Wave,, +1

- 2 5 10 50% Queen Glory +10% mental resist, 2 slots, +4 Confusing Aura

Poison Rain, 2 slots

 

Alchemist

 

Changing Potions

 

1 Healing - heal for 15-35

1 Weapon Poison - weapon does poison damage for 10 turns

2 Bone Flask - Call Icy Bones (Sapphire skeleton for 6 turns)

2 Woodskin - evasion for 5 turns

3 Jar of Vapors - affects nearby allies and cures 6 turns of negative effects

3 Fleetfoot - Haste 16 turns

4 Stinkinbug Spray  - poison 7-9 turns

4 Ironskin - spellsheild for 5 turns

4 Brute Flask (craft) - summons brute

5 Goo Flask - summons slime for 6 turns

5 Battle - Blessing and Haste for 9 turns, cures 6 turns of negative effects

6 Jar of Medicine - affects nearby allies and cures 10 turns of negative effects and heal for 13-37

6 Restoration potion - heal for 19-55m cures 14 turns of negative effects

7 Infernal flask - summons an infernal construct for 6 turns

7 Firefly Brew - heal 9-17, cure 6 negative effects, cure 6 mental effects

3 Energy potion (craft) - restores 2 energy

7 Power potion (craft) - restore 3 energy

 

Augmentations

 

Runes (for weapons, helms, and cowls)

 

S

1 Deadeye rune +5% to hit chance

1 Strength rune +1 physical damage

1 Shock rune +1 magical damage

2 Curse rune +10% to curse duration

2 Cheapshot rune +5% to critical chance

3 Crushing rune +2 physical damage

4 Power rune +2 magical damage

- Blademaster rune +4 physical damage

- Arcanist rune +4 magical damage

5 Folded Steel rune +5 damage to Litha

6 Free Spirit rune +5 damage to Dhaga

7 Oppresion rune +5 damage to Kranas

- Bleeder Rune - +1 Bloodletting

- Battle Healer - _1 ro Battle Medic - chance of n to using action points when healing or blessing

- Feeding Rune - +1 to Healing Strikes

- Dragonslayer rune - +5 damage to reptiles

 

Augments (for armor, shield, helm, necklace)

S

1 Healing +7% to Healing

1 Iron +1 to physical armor

1 Staunching +5% to Bleed resist, +5% to Poison resist

1 Duration +20% to Blessing duration

2 Fleetfoot 4% Speed bonus

2 Steadfast +20% Curse resist

2 Steelturn +3% to Physical evasion

2 Fireturn +3% to Magical evasion

3 Surgeon's +10% to Healing

3 Strong Will +!0% to Mental resist

4 Stabiltiy +10% to Stun resist

4 Preserving +10% to Bleed resist, +10% to Poison resist

4 Haste +6% Speed bonus

5 Steel +2 Physical armor

 

- Tower Augment  +1to Tower of Might - provide 5% to all nearby allies to evade magical and physical attacks

- Radiant Augment +4 Magical armor

- Equipoise augment  +15% to Mental resist

- Folded Steel augment +4 to Physical armor

- Holy augment +5 damage toUndead

- Assassin’a augment 6% speed bonus, _3% Critical chance

 

Rings

 

Shielding band (+1 physical, +1 magical armor)

Sureshot ring (+8% to hit chance)

Surgeon's ring (+10% to Healing)

Band of Warmth (+1 to maximum energy)

Ring of Blessing (can cast +1 Inspiring Cry)

Sapphire ring (+20% to mental resist)

Brutal Band (+2 Physical damage)

Emerald ring (+20% Bleed resist, +20% Poison resist)

Incantor's ring (+2 to magical damage, +15% to blessing duration)

Razor ring (+2 Bloodletting)

Swamp-Runner Band (+5 damage to Reptiles, Plant-things, and Bugs)

Mage's symbol (+3 magical damage)

Ring of Protection (+3 physical armor, +3 magical armor)

Armor band (+4 to physical armor, +4 to Magical armor)

Venom ring (+1 to Poison rain, +5% to Poison resist)

Fleetfoot ring (+10% speed penalty bonus)

Ring of Spines (+1 to Vicious Strikes)

Restoring ring (+1 to Healing, +1 to Curing)

Corruption ring (+2 to Outgassing - 5% chance of poisoning nearby foes, +3 Magical Armor)

Ring of the Warlord (+1 to Bludgeon Senseless, +10% to hit chance)

Glorious ring (+20% to Stun resist, +20% to Curse resist)

Fury ring (+10% to critical chance, +2 to physical damage)

Elixir-stone ring (+3 maximum energy)

Life ring (+10 to maximum health)

Madness symbol (+20% to Mental resist, +1 toEntangle Vines)

Wizard's ring (+20% to Blessing duration, +2 to maximum energy)

Electrum-Plated ring (+5% to physical evasion, +1 to Stone Vapors)

 

Necklaces

Battle torc (+2 physical armor)

Elixir stone (+25% Curse resist)

Shaman's fetish (+10% healing, +10% blessing duration)

Opal symbol (+4 maximum health)

Conqueror’s Venom (+5 damage to  Dhaga, Kranas, and Litha, 3 slots)

Chieftain's Fang (+1 to Ro Endures)

Ember Periapt (+25% Poison resist, 2 slots)

Nullity necklace (+20% mental resist, 2 slots)

Electrum disk (+2 maximum energy)

Stability torc (+20% to Stun resist, 2 slots)

Fanatic's fetish (+1 Life Drain, +10% to Mental resist, +5% to critical chance, 3 slots)

Jade necklace (3 slots)

Silver necklace (2 slots)

Bronze neckpiece (1 slot)

Radiance necklace (+1 Radiance, 3 slots)

Ka-Boar Trophy  (+20% Bleed res., +20% Critical chance)

Vile Jade (+2 Outgassing, +10% Curse res., +10% Curse duration)

Coldsteel necklace (+10% to physical evasion, 1 slot)

Ruby pendant (+2 to physical armor, +1 to Shield Ally, 1 slot)

Nisse Quietbringer (+1 to Silence, 3 slots)

 

Charms (in pack)

Vicious Barb (+1 to Bloodletting)

Gruesome charm (+10% Poison resist )

Feather charm (+5% speed bonus)

Crystal pearl (teleport) (Craft)

Blessed Horn (+1 physical armor)

Creepy Doll (+10% to curses duration in pack)

Tan Runed charm (+10% to Healing)

Gray Runed charm (+10% to Blessing duration)

Snail Shell charm (+10% to Stun resist)

Lillian's Claw (+1 to Vicious Strikes, +1 to Bloodletting)

Fortune charm (+5% to hit chance)

Charm of the Kranas (+1 Ro Protects, +10% to Poison resist)

Charm of the Litha - +1 Ro Endures, +10% Mental Res.

Charm of the Nisse (+5% to physical evasion, +5% to magical evasion)

Assassin’s Charm (+5% critical chance, 1 Hide in Shadows)

Darmal’s Seal +1  Haven’s Mercy, +10% Curse res.

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On 8/24/2022 at 1:21 PM, Randomizer said:

 

- 3 Dragon Defender 35% speed penalty, +10% to hit chance, vulnerable 3 turns - magical damage

 

 

Anyone found a good use for this? It requires 3 in the combat tree, but deals magic damage, so you ideally also want points in the magic tree to boost its damage. On top of that the speed penalty is massive. The base damage is pretty high, but not so much higher than the Icebow.

 

Also, I think it's the "Dhagan" Defender, not Dragon.

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Autocorrect rears up again.

 

I used it a few times for a high magic bonus character that also used the Radiant Hem for shockwave and either Jeweled Shield or Infernal Plate for more bonuses. It works well when you do a lot of single damage attacks in combat, but not as well as some other item combinations.

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  • 1 month later...
10 hours ago, Dr. Hieronymous Alloy said:

Does "+bloodletting" add bleed to your weapon, add damage ticks to bleeds you inflict otherwise, or ?? Mechanically how does it work precisely? 

It adds another chance of you getting bloodletting occurring, but I've never seen more than two inflicted in a round. So having more doesn't seem useful.

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