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Old Sep 18, 2011, 08:26 AM // 08:26   #1
Pre-Searing Cadet
 
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Question Weapon and Weapon Mod PC

Weapons:

Insightful Fire Staff of Fortitude
Halves skill recharge of spells (19%)
Energy +10
Dmg 11-22 (requires 12 fire magic)
Halves casting time of fire magic spells (19%)
Armor +5
Health +30

Fiery Warhammer of Fortitude
Fire dmg 19-35
Dmg +17%(While health is below 50%)
Health + 29

Fiery Great Axe of Enchanting
Fire Dmg 6-28
Dmg +17% (While health is below 50%)
Enchantments last 20% longer

Cane
Chaos Dmg 11-22 (Requires 12 Domination magic)
Halves skill recharge of Inspiration magic Spell (20%)

Defensive Fire Staff of Fortitude
Halves Skill Recharge of spells (Chance 20%)
Energy +10
Fire Dmg 11-22 (Requires 9 Fie Magic)
Halves Casting Time of Spells (Chance 9%)
Armor +5
Health +29

Sundering Warhammer of Dwarfslaying
Blunt Dmg 19-35 (Requires 12 Hammer Mastery)
Dmg +15% (While Enchanted)
Armor Penetration +20% (Chance 17%)
Dmg +16% (Vs Dwarves)

Insightful Raven Staff
Halves Skill Recharge of spells (Chance 20%)
Energy +10
Dmg 11-22 (Requires 13 Divine Favor)
Armor +5

Heavy Spiked Axe of Defense
Slashing Dmg 6-28 (Requires 12 Axe Mastery)
Lengthens Weakness duration on foes by 33%
Armor +5

Peppermint Weapons


Mods

Axe Grip of Charrslaying +19%

Sword Pommel of Fortitude Health +25

Staff Wrapping of Fortitude Health +24

Icy Hammer Haft

Fiery Hammer Haft

Zealous Sword Hilt (Energy gain on hit:1, Regen -1)

Sword Pommel of Defense Armor +5

Hammer Grip of Enchanting +18%

Sundering Hammer Haft (Armor penetration +20%, Chance 17%)

Crippling Axe Haft (Lengthens Crippled Duration [on foes] by 33%)

Crippling Bow String (Lengthens Crippled duration on fores by 33%)

Bow Grip of Defense (Armor +5)

Bow Grip of Skeletonslaying Dmg +15%

Bow Grip of Enchanting (Enchantments last 18% longer)

Bow Grip of Warding (Armor +5 vs. Elemental Dmg)

Poisonous Bowstring (Lengthens Crippled Duration on foes by 33%)

Axe Grip of Axe Mastery (Axe Mastery +1: 19% Chance while using Skills)

Barbed Sword Hilt (Lengthens bleeding duration by 33%)

Ebon Bowstring

Fiery Sword Hilt

Bow Grip Of Marksmanship (Marksmanship +1: 17% Chance while using skills)

Axe Grip of Axe Mastery (Axe Mastery +1: 15% Chance while using skills)

Bow Grip of Shelter (Armor +5 vs. Physical Dmg)

Crippling Sword Hilt (Lengthens Crippled Duration on foes by 33%)

Shocking Sword Hilt

Hammer Grip of Shelter (Armor +6 vs physical dmg)

Axe Grip of Skeletonslaying (Dmg +15% vs. Skeletons)

Hale Staff Head (Health +24)


/Wouldn't ask if I hadn't already looked.
All answers greatly appreciated. Gotta lotta storage to clear!
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Old Sep 19, 2011, 10:56 AM // 10:56   #2
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Bumping this.
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Old Sep 19, 2011, 11:03 AM // 11:03   #3
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Location: Ign: Miniature Julia
Guild: Teh Academy[PhD]
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every mod exept the zealous sword mod, +5 amor sword mod can be merched (dont keep nonmax mods)
Fiery Warhammer of Fortitude
Fire dmg 19-35
Dmg +17%(While health is below 50%)
Health + 29
merch
Fiery Great Axe of Enchanting
Fire Dmg 6-28
Dmg +17% (While health is below 50%)
Enchantments last 20% longer
merch

Sundering Warhammer of Dwarfslaying
Blunt Dmg 19-35 (Requires 12 Hammer Mastery)
Dmg +15% (While Enchanted)
Armor Penetration +20% (Chance 17%)
Dmg +16% (Vs Dwarves)
merch
Insightful Raven Staff
Halves Skill Recharge of spells (Chance 20%)
Energy +10
Dmg 11-22 (Requires 13 Divine Favor)
Armor +5
merch
Heavy Spiked Axe of Defense
Slashing Dmg 6-28 (Requires 12 Axe Mastery)
Lengthens Weakness duration on foes by 33%
Armor +5
merch

Rest is worth 5-10 k tops, depending on req, inscribable or not inscribable..
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Old Sep 19, 2011, 12:14 PM // 12:14   #4
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Location: Wrocław, Poland
Guild: Midnight Mayhem
Profession: Me/
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I'd merch everything.
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