Items

Gear is bought with gold during a match — you start with 500 and earn more from minions, towers and takedowns — and is gone when the match ends. Jewelry (necklaces and rings) is bought with the gems you win from matches, and you keep it. Try any combination in the Item Builder.

135 items

  • Small Stone

    50 goldWeapon
    • +2 Attack Damage
    • −2 Attack Range

    Lucky Throw: +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.

    Ranged Mobs only

  • Sandals

    250 goldFeet
    • +15 Speed

    Fleetfoot: +15 move speed. Worn leather sandals off a long road — humble, but they carry you swiftly.

  • Scale Armor

    250 goldArmor
    • +8 Armor

    Scaleguard: +8 armor. A young warrior's hand-built protection — rough iron scales sewn onto a leather jerkin.

  • Plate Legs

    300 goldLegs
    • +7 Armor

    Ironstride: +7 armor. Plated greaves to match a soldier's cuirass, guarding the long stride into battle.

  • Leather Boots

    350 goldFeet
    • +5 Armor
    • +5 Speed

    Wayfarer: +5 move speed and +5 armor. Sturdy travelling boots cobbled by a roaming smith for the long march to war.

  • Plate Armor

    350 goldArmor
    • +10 Armor

    Ironclad: +10 armor. A footman's breastplate hammered out at the village forge — plain, honest steel.

  • Crown Helmet

    400 goldHead
    • +150 Hit Points

    Highborn: +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.

  • Mace

    400 goldWeapon
    • +5 Armor Pen
    • +6 Attack Damage

    Dent: +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.

    Melee Mobs only

  • Poison Dagger

    400 goldWeapon

    Blightfang: 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.

    Melee Mobs only

  • Silver Dagger

    400 goldWeapon
    • +5% Crit Chance

    Quicksilver: +5% critical hit chance. A duelist's silver fang, light enough to slip through the gap in any guard.

    Melee Mobs only

  • Spear

    450 goldWeapon
    • +9 Attack Damage
    • −1 Attack Range

    Footman's Throw: +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.

    Ranged Mobs only

  • Throwing Knife

    450 goldWeapon
    • +13 Attack Damage
    • −2 Attack Range

    Knife's Edge: +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.

    Ranged Mobs only

  • Wand of Vortex

    450 goldWeapon
    • +1/s Mana Regen

    Wellspring: +1 mana regenerated per second. An apprentice's wand, its core a slow spring of arcane water that never quite runs dry.

    Caster Mobs only

  • Wooden Shield

    450 goldShield
    • +100 Hit Points

    Heartwood: +100 max health. A round shield carved from old oak — the first thing every recruit learns to hide behind.

  • Crocodile Boots

    500 goldFeet
    • +100 Speed in Bushes

    Brushstalker: +100 move speed while in a bush; persists for 2 steps after leaving. Swamp-leather boots that slip through the brush unhindered.

  • Hand Axe

    500 goldWeapon
    • +10 Attack Damage

    Woodcutter: +10 attack damage. A notched woodsman's hatchet — the first real weapon any aspiring Mob ever swings. No tricks, just an honest edge.

    Melee Mobs only

  • Rapier

    500 goldWeapon
    • +6% Crit Chance

    First Blood: +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).

    Melee Mobs only

  • Clerical Mace

    550 goldWeapon
    • +8 Armor Pen
    • +8 Attack Damage
    • +1/s Mana Regen

    Zealot: +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.

    Melee Mobs only

  • Crossbow

    550 goldWeapon· Two-handed
    • +14 Attack Damage
    • −1 Attack Range
    • −10% Attack Speed

    Heavy Draw: +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.

    Ranged Mobs only

  • Bow

    600 goldWeapon· Two-handed
    • +8% Attack Speed

    Windrunner: +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.

    Ranged Mobs only

  • Golden Sickle

    600 goldWeapon
    • +8 Attack Damage

    Reaper's Edge: +8 attack damage. A harvest blade beaten into a weapon, swung by those who reap men as they once reaped wheat.

    Melee Mobs only

  • Red Tunic

    600 goldArmor
    • +5 Magic Level

    Emberweave: +5 magic level. A crimson robe woven with embered thread, favored by hedge-mages learning their first sparks.

  • Spellbook

    600 goldShield

    Forbidden Knowledge: +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.

  • Brass Legs

    700 goldLegs
    • +12% Attack Speed

    Tinker's Tempo: +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.

  • Knight Armor

    700 goldArmor
    • +8% Hit Points

    Stalwart: +8% max health. A knight's full harness, built to keep its bearer standing through a long, grinding melee.

  • Hatchet

    750 goldWeapon
    • +14 Attack Damage

    Timbersplit: +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.

    Melee Mobs only

  • Morning Star

    750 goldWeapon
    • +25% Splash

    Pulverize: +25% splash damage to enemies within 1 sqm of the melee target. A spiked iron head that crushes everything caught in its arc.

    Melee Mobs only

  • Mystic Turban

    800 goldHead
    • +3% Spellvamp

    Soul Siphon: +3% spell vamp from mob abilities. A shaman's wrapped headdress that drinks a sip of life from every spell it channels.

  • Warrior Helmet

    800 goldHead
    • +8 Armor
    • +80 Hit Points

    Vanguard: +8 armor and +80 max health. A dented recruit's helm, handed down from one front-line soldier to the next.

  • Assassin Dagger

    850 goldWeapon

    Sunder: 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.

    Melee Mobs only

  • Sabre

    850 goldWeapon
    • +10% Crit Chance

    Duelist: +10% critical hit chance. A curved cavalry sabre, light and quick, that rewards the Mob who knows exactly where to cut.

    Melee Mobs only

  • Crown Armor

    950 goldArmor
    • +12% Hit Points

    Lifeward: +12% max health. Gilded royal plate — as much a statement of power as a wall of steel against the blade.

  • Boots of Haste

    1000 goldFeet
    • +40 Speed

    Roam: +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.

  • Barbarian Axe

    1050 goldWeapon
    • +18 Attack Damage

    Warcry: +18 attack damage. A heavy tribal war-axe carried down from the frozen north, swung in a roaring overhead arc that asks no quarter.

    Melee Mobs only

  • Vampire Shield

    1100 goldShield
    • +20% Lifesteal

    Bloodthirst: Heal for 20% of melee/ranged attack damage dealt. A fanged shield that drinks the blood your blows spill.

  • Serpent Sword

    1200 goldWeapon
    • +10% Crit Chance

    Venom Fang: +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.

    Melee Mobs only

  • Wand of Cosmic Energy

    1200 goldWeapon
    • −1 Attack Range

    Cosmic Burst: 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.

    Caster Mobs only

  • Hat of the Mad

    1300 goldHead

    Mad Surge: Your mob abilities have a 25% chance to go mad and deal +40% damage.

  • War Hammer

    1300 goldWeapon· Two-handed
    • +10 Armor Pen
    • +30 Attack Damage

    Skullcrusher: +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.

    Melee Mobs only

  • Glooth Spear

    1400 goldWeapon
    • +12 Attack Damage
    • −1 Attack Range

    Glooth Gum: +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.

    Ranged Mobs only

  • Royal Helmet

    1400 goldHead
    • +9 Armor
    • +15% Hit Points

    Sovereign: +9 armor and +15% max health. A crowned warhelm worn by those born to lead the front rank.

  • Battle Axe

    1450 goldWeapon· Two-handed
    • +5 Armor
    • +22 Attack Damage

    Tempered: +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.

    Melee Mobs only

  • Battle Hammer

    1500 goldWeapon
    • +12 Armor Pen
    • +16 Attack Damage

    Permafrost: +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.

    Melee Mobs only

  • Dwarven Legs

    1500 goldLegs
    • +5 Armor
    • +15% Attack Speed

    Forgeflurry: +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.

  • Modified Crossbow

    1500 goldWeapon· Two-handed
    • +18 Attack Damage
    • −1 Attack Range
    • −10% Attack Speed

    Tinkered Trigger: +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.

    Ranged Mobs only

  • Hunting Spear

    1600 goldWeapon
    • +10 Attack Damage
    • −1 Attack Range

    Huntsman: +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.

    Ranged Mobs only

  • Longsword

    1600 goldWeapon
    • +12% Crit Chance
    • +15% Crit Damage

    Keen Edge: +12% critical hit chance and +15% critical hit damage. A classic knight's longsword honed to a razor — when it bites, it bites deep.

    Melee Mobs only

  • Tribal Mask

    1600 goldHead
    • +25% Healing

    Spirit Ward: All healing you receive is increased by 25%. Empowers your own heal abilities and the Ultimate/Intense Healing runes alike.

  • Viper Star

    1700 goldWeapon
    • +16 Attack Damage
    • −2 Attack Range

    Viper Venom: +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.

    Ranged Mobs only

  • Crystal Mace

    1800 goldWeapon
    • +22 Armor Pen
    • +18 Attack Damage

    Glasscutter: +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.

    Melee Mobs only

  • Elvish Bow

    1800 goldWeapon· Two-handed
    • +20% Attack Speed
    • +10% Crit Chance

    Fleetfoot: +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.

    Ranged Mobs only

  • Epee

    1800 goldWeapon
    • +15% Attack Speed
    • +8% Crit Chance

    Fleche: +15% attack speed and +8% critical hit chance. A fencer's thin thrusting blade — all precision and speed, lethal in a duelist's hand.

    Melee Mobs only

  • Horned Helmet

    1800 goldHead
    • +12 Armor
    • +25% Thorns

    Goring Horns: +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.

  • Fire Axe

    1900 goldWeapon
    • +24 Attack Damage

    Cinderbite: +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.

    Melee Mobs only

  • Crown Shield

    2000 goldShield· Active
    • +32 Armor

    Aegis (Active): +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.

  • Tower Shield

    2000 goldShield
    • +32 Armor
    • +20 Gold per Minion
    • −25 Speed

    Bullion: 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.

  • Wand of Decay

    2000 goldWeapon
    • −1 Attack Range

    Wither: 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.

    Caster Mobs only

  • Fire Sword

    2100 goldWeapon
    • +10% Crit Chance

    Wildfire: +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.

    Melee Mobs only

  • Arbalest

    2200 goldWeapon· Two-handed
    • +12 Armor Pen
    • +24 Attack Damage
    • −1 Attack Range
    • −15% Attack Speed

    Plate Piercer: +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.

    Ranged Mobs only

  • Chaos Mace

    2200 goldWeapon· Two-handed
    • +10 Armor Pen
    • +20 Attack Damage

    Grievous: +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.

    Melee Mobs only

  • Composite Hornbow

    2200 goldWeapon· Two-handed
    • +12 Attack Damage
    • +10% Attack Speed

    Burst Shot: +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.

    Ranged Mobs only

  • Dragon Hammer

    2200 goldWeapon
    • +12 Armor Pen
    • +24 Attack Damage

    Dragon's Breath: +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.

    Melee Mobs only

  • Silkweaver Bow

    2200 goldWeapon· Two-handed
    • +6 Attack Damage
    • +15% Attack Speed

    Webshot: +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.

    Ranged Mobs only

  • Steel Boots

    2200 goldFeet
    • +10 Armor
    • +30% Tenacity

    Unyielding: 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.

  • Dwarven Axe

    2300 goldWeapon
    • +10 Armor
    • +30 Attack Damage

    Forgeheart: +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.

    Melee Mobs only

  • Elven Mail

    2300 goldArmor
    • +6 Attack Damage
    • +18% Attack Speed
    • −10% Hit Points

    Featherlink: +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.

  • Chain Bolter

    2400 goldWeapon· Two-handed
    • +30 Attack Damage
    • −2 Attack Range
    • −10% Attack Speed

    Point Blank: +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.

    Ranged Mobs only

  • Terra Legs

    2400 goldLegs
    • +12 Armor
    • +5 Magic Level
    • +1/s Mana Regen

    Bedrock: +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.

  • Throwing Star

    2400 goldWeapon
    • +18 Attack Damage
    • −2 Attack Range

    Rebound: +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.

    Ranged Mobs only

  • Demon Shield

    2500 goldShield· Active
    • +35 Armor

    Featherstep (Active): +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.

  • Enchanted Staff

    2500 goldWeapon· Two-handed
    • +30 Armor
    • +25 Magic Level

    Battlemage: +25 magic level and +30 armor. An iron-shod warstaff for the sorcerer who holds the line instead of fleeing it.

    Caster Mobs only

  • Spike Sword

    2500 goldWeapon
    • +15% Attack Speed
    • +14% Crit Chance

    Lacerate: +14% critical hit chance and +15% attack speed. A vicious barbed blade that draws blood with every quick stroke.

    Melee Mobs only

  • Cranial Basher

    2600 goldWeapon· Active
    • +12 Armor Pen
    • +20 Attack Damage

    Concussion (Active): +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.

    Melee Mobs only

  • Royal Spear

    2600 goldWeapon
    • +14 Attack Damage
    • −1 Attack Range

    Phalanx: +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.

    Ranged Mobs only

  • Yol's Bow

    2700 goldWeapon· Two-handed
    • +10% Attack Speed
    • +25% Crit Chance

    Eagle Eye: +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.

    Ranged Mobs only

  • Leaf Star

    2800 goldWeapon
    • +20 Attack Damage
    • −2 Attack Range

    Canopy: +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.

    Ranged Mobs only

  • Lightning Legs

    2800 goldLegs
    • +18% Cooldown Reduction
    • +10 Magic Level
    • −6% Hit Points

    Stormcall: +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.

  • Naginata

    2800 goldWeapon· Two-handed
    • +32 Attack Damage
    • +20% Splash

    Sweep: +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.

    Melee Mobs only

  • Bright Sword

    2900 goldWeapon
    • +14% Crit Chance
    • +25% Heal on Crit

    Radiance: +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.

    Melee Mobs only

  • Elven Legs

    2900 goldLegs
    • +30% Attack Speed

    Swiftblades: +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.

  • Demon Helmet

    3000 goldHead
    • +12 Attack Damage
    • +12 Magic Level
    • −12% Hit Points

    Demonic Pact: +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.

  • Mastermind Shield

    3000 goldShield· Active
    • +37 Armor

    Riposte (Active): +37 armor. For 2s you parry ALL incoming damage — you take none — and reflect 100% of it back onto your attackers.

  • Medusa Shield

    3000 goldShield· Active
    • +22 Armor

    Petrifying Gaze (Active): +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.

  • Skull Staff

    3000 goldWeapon
    • +12 Attack Damage

    Soul Harvest: +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.

    Melee Mobs only

  • Soft Boots

    3000 goldFeet
    • +3/s Mana Regen

    Rejuvenation: +3 mana per second. The legendary sparkling boots, worn for nothing but their endless wellspring of mana.

  • The Ironworker

    3000 goldWeapon· Two-handed
    • +22 Attack Damage
    • −1 Attack Range
    • −15% Attack Speed

    Rend: +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.

    Ranged Mobs only

  • Umbral Bow

    3000 goldWeapon· Two-handed
    • +12 Attack Damage

    Draw Tension: +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.

    Ranged Mobs only

  • Wand of Inferno

    3000 goldWeapon
    • −2 Attack Range

    Scorch: Your basic attacks burn for +13 bonus fire damage, plus +1 per magic level. Drawback: your attack range is shortened to 3.

    Caster Mobs only

  • Winged Helmet

    3000 goldHead
    • +10 Armor
    • +12 Speed

    Hermes' Grace: +10 armor and +12 move speed. A winged helm blessed by the messenger god — prestige steel that keeps you tanky and fleet.

  • Dragon Scale Legs

    3200 goldLegs
    • +18 Armor
    • +10/s Health Regen

    Dragonmend: +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.

  • The Devileye

    3200 goldWeapon· Two-handed
    • +34 Attack Damage
    • +50% Crit Damage
    • −1 Attack Range
    • −15% Attack Speed

    Unsteady Aim: +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.

    Ranged Mobs only

  • Warsinger Bow

    3200 goldWeapon· Two-handed· Active
    • +8 Attack Damage
    • +15% Attack Speed

    Battle Hymn (Active): +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.

    Ranged Mobs only

  • Knight Axe

    3300 goldWeapon
    • +14 Armor
    • +38 Attack Damage

    Bulwark: +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.

    Melee Mobs only

  • Magma Legs

    3400 goldLegs
    • +20 Magic Level
    • −10% Hit Points

    Cindersworn: +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.

  • Orcish Maul

    3400 goldWeapon· Two-handed· Active
    • +14 Armor Pen
    • +34 Attack Damage

    Warcry (Active): +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.

    Melee Mobs only

  • Giant Sword

    3500 goldWeapon· Two-handed· Active
    • +30% Crit Chance

    Giant's Cleave (Active): +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.

    Melee Mobs only

  • Hammer of Wrath

    3600 goldWeapon· Two-handed
    • +20 Armor Pen
    • +28 Attack Damage
    • +25% Execute

    Reckoning: +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.

    Melee Mobs only

  • Dragon Lance

    3900 goldWeapon· Two-handed
    • +42 Attack Damage
    • +1 Attack Range

    Lancer's Reach: +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.

    Melee Mobs only

  • Mystic Blade

    3900 goldWeapon
    • +18% Crit Chance
    • +30% Crit Damage

    Killing Spree: +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.

    Melee Mobs only

  • Great Shield

    4000 goldShield
    • +38 Armor

    Dragonscale: +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.

  • Assassin Star

    4200 goldWeapon
    • +28 Attack Damage
    • +20% Execute
    • −2 Attack Range

    Death Mark: +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.

    Ranged Mobs only

  • Enchanted Spear

    4200 goldWeapon
    • +26 Attack Damage
    • −1 Attack Range

    Impaling Throw: +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.

    Ranged Mobs only

  • Royal Crossbow

    4500 goldWeapon· Two-handed· Active
    • +30 Attack Damage
    • −1 Attack Range
    • −15% Attack Speed

    Kingslayer Bolt (Active): +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.

    Ranged Mobs only

  • Sai

    4500 goldWeapon· Two-handed
    • +40% Attack Speed
    • +10% Crit Chance
    • +12% Lifesteal

    Thousand Cuts: +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.

    Melee Mobs only

  • Blessed Shield

    4800 goldShield
    • +15 Armor

    Blessed Revival: +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.

  • Great Axe

    4800 goldWeapon· Two-handed
    • +15 Armor
    • +48 Attack Damage

    Momentum: +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.

    Melee Mobs only

  • Sword of Valor

    4800 goldWeapon· Active
    • +20% Crit Chance
    • +25% Crit Damage

    Perfect Strike (Active): +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.

    Melee Mobs only

  • Umbral Master Bow

    4800 goldWeapon· Two-handed
    • +14 Attack Damage
    • +30% Attack Speed

    Twin Shadow: +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.

    Ranged Mobs only

  • Umbral Master Crossbow

    4800 goldWeapon· Two-handed
    • +40 Attack Damage
    • −1 Attack Range
    • −15% Attack Speed

    Siege Stance: +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.

    Ranged Mobs only

  • Thunder Hammer

    5000 goldWeapon
    • +15 Armor Pen
    • +40 Attack Damage

    Static Charge: +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.

    Melee Mobs only

  • Amulet of Loss

    Small Diamond70Small Emerald30Necklace· Jewelry

    Reprieve: Cut in half the time you spend downed - recover and return to the fight in half the usual wait. A relic that once spared the fallen from losing what they carried; now it spares a Mob the long crawl back from defeat.

  • Axe Ring

    Small Diamond15Small Ruby25Ring· Jewelry
    • +10 Attack Damage
    • −5% Hit Points

    Reaver: +10 attack damage. Drawback: the reckless swing leaves you open, -5% max health. A brutal signet that channels every ounce of strength into the blow, and none into your guard.

  • Club Ring

    Small Diamond15Small Amethyst25Ring· Jewelry
    • +12 Armor Pen
    • −5% Hit Points

    Ruin: Your blows punch through 12 of the target's armor. Drawback: the all-out assault leaves you exposed, -5% max health. A blunt iron band that crushes straight through plate — and forgets your own defense.

  • Crystal Necklace

    Small Diamond6Small Sapphire20Necklace· Jewelry
    • +200 Mana

    Wellspring: +200 maximum mana. A necklace strung with clear resonant crystal that widens the wellspring of a Mob's power, holding far more magic in reserve for the fight.

  • Dwarven Ring

    Small Diamond15Small Emerald25Ring· Jewelry
    • +20% Tenacity
    • −10 Speed

    Stonewill: Crowd control against you — slows, snares, and stuns — lasts 20% less time. Drawback: dwarven stubbornness roots you, -10 move speed. A band of dense dwarf-forged iron; nothing shakes its wearer, and nothing hurries them either.

  • Elven Amulet

    Small Diamond6Small Sapphire15Necklace· Jewelry
    • +5 Magic Level

    Feywild: +5 magic level. A featherlight elven charm humming with old forest magic, sharpening every spell its wearer casts.

  • Energy Ring

    Small Diamond6Small Sapphire15Ring· Jewelry
    • +10 Magic Resistance

    Spellward: +10 magic resistance — softens all incoming magic damage the way armor softens physical. A crackling band of blue energy that earths hostile spells before they bite.

  • Garlic Necklace

    Small Diamond35Small Emerald30Necklace· Jewelry
    • +25 Magic Resistance
    • −15 Speed

    Bloodward: +25 magic resistance — softens all incoming magic damage the way armor softens physical. Drawback: the reeking wardstone drags at your step, -15 move speed. A braid of pungent garlic and old iron that turns aside hostile magic and the life-draining hexes that fear it.

  • Gold Ring

    Small Diamond8Small Ruby20Ring· Jewelry
    • +75 Hit Points

    Gilded Vigor: +75 maximum health. A plain band of soft gold - humble, but every Mob's first step toward staying alive.

  • Life Ring

    Small Diamond15Small Sapphire15Small Ruby15Ring· Jewelry
    • +3/s Health Regen
    • +1/s Mana Regen

    Lifespring: Restore 3 health and 1 mana every second. A humble band that wells with quiet vitality — steady health for the Mob who plans to outlast, not outburst.

  • Magma Amulet

    Small Diamond35Small Sapphire30Necklace· Jewelry
    • +16 Magic Level
    • −8% Hit Points

    Attunement: +16 magic level. Drawback: raw elemental power burns at your vitality, -8% max health. An amulet of living magma, its molten core lending furious weight to every spell its wearer casts.

  • Might Ring

    Small Diamond8Small Ruby20Ring· Jewelry
    • +5 Attack Damage

    Warmonger: +5 attack damage. A heavy signet that swells the wearer's strength, lending real weight to every blow.

  • Platinum Amulet

    Small Diamond12Small Emerald25Necklace· Jewelry
    • +10 Armor

    Bulwark: +10 armor. A heavy platinum disc worn at the throat, turning aside blows that would fell a lesser Mob.

  • Power Ring

    Small Diamond40Small Ruby30Ring· Jewelry
    • +18 Attack Damage
    • −8% Hit Points

    Onslaught: +18 attack damage. Drawback: the all-out aggression leaves you thin, -8% max health. A heavy band that pours everything into the strike — a signet for the Mob who means to end fights, not survive them.

  • Protection Amulet

    Small Diamond8Small Emerald20Necklace· Jewelry
    • +5 Armor
    • +5 Magic Resistance

    Bastion: +5 armor and +5 magic resistance. A humble amulet of protection, its worn disc turning aside the blows — of steel and of sorcery alike — that would fell a lesser Mob.

  • Reaper's Signet

    Small Diamond20Small Ruby30Ring· Jewelry
    • +8% Lifesteal
    • −5% Hit Points

    Reaping: Heal for 8% of the damage your basic attacks deal. Drawback: the ring feeds on its wearer too, -5% maximum health. A pale band of bone set with a blood-dark stone in a claw of finger-joints — every blow you land pays a little life back.

  • Ring of Healing

    Small Diamond15Small Sapphire20Small Ruby10Ring· Jewelry
    • +1/s Health Regen
    • +3/s Mana Regen

    Wellspring: Restore 1 health and 3 mana every second. A worn healer's band long prized by spellcasters — its quiet font favors mana over flesh, for the Mob who wins by casting, not by enduring.

  • Ring of the Sky

    Small Diamond25Small Sapphire30Ring· Jewelry
    • +10 Magic Level

    Skycaller: +10 magic level. A weightless ring of clear blue stone that draws power from the open sky above.

  • Ruby Necklace

    Small Diamond10Small Ruby30Necklace· Jewelry
    • +100 Hit Points

    Lifeblood: +100 maximum health. A deep-red gem that pulses like a second heart, swelling the wearer's vitality.

  • Sacred Tree Amulet

    Small Diamond40Small Sapphire20Small Emerald20Necklace· Jewelry
    • +8/s Health Regen
    • +120 Mana

    Evergrowth: Restore 8 health every second and +120 maximum mana. A knot of ever-growing sacred wood that wells with quiet life and deepens the wellspring of a Mob's power.

  • Silver Amulet

    Small Diamond18Small Emerald25Necklace· Jewelry
    • +18 Magic Resistance
    • −10 Speed

    Silverward: +18 magic resistance — softens all incoming magic damage the way armor softens physical. Drawback: the dense silver ward drags at every step, -10 move speed. A heavy disc of pure silver that earths hostile magic before it bites.

  • Star Amulet

    Small Diamond35Small Sapphire30Necklace· Jewelry
    • +15% Cooldown Reduction
    • −8% Hit Points

    Celerity: Your mob abilities cool down 15% faster. Drawback: the arcane strain thins your vitality, -8% max health. A shard of fallen star set in silver, hurrying the caster from one spell to the next.

  • Strange Talisman

    Small Diamond8Small Emerald20Necklace· Jewelry
    • +10% Tenacity

    Wardstone: Crowd control against you — slows, snares, and stuns — lasts 10% less time. A crude, faintly humming talisman that steadies the mind against every hex.

  • Sword Ring

    Small Diamond18Small Amethyst25Ring· Jewelry
    • +12% Crit Chance
    • −5% Hit Points

    Bloodletter: +12% critical hit chance. Drawback: the aggressive stance leaves you fragile, -5% max health. A slender swordsman's ring that guides every cut to the vital gap, trading your own safety for the perfect strike.

  • Time Ring

    Small Diamond40Small Amethyst30Ring· Jewelry
    • +25 Speed
    • −8% Hit Points

    Tempus: +25 move speed. Drawback: the ceaseless haste wears at your vitality, -8% max health. A ring that bends a sliver of time around its wearer, carrying them across the field a step ahead of everyone.