
Tarrasca (0 def, 50 armour)Requires:
- Massive armour training
- Strength 52
Crafted by a master
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 4
When wielded/worn:
Armour: +50
Armour Hardiness: +15%
Fatigue: +35%
Changes stats: +15 Con
Physical save: +45 (+11 eff.)
Knockback immunity: +100%
When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%).
Current reduction bonus: 0%
It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns
Activation costs 15 power out of 25/25.
This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life.
This item has been sent to the Item's Vault.

Therapeutic Platemail (4 def, 10 armour)Requires:
- Massive armour training
- Strength 22
Crafted by a master
Powered by steamtech
12.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 2
When wielded/worn:
Armour: +10
Defense: +4 (+1 eff.)
Fatigue: +22%
Changes stats: +3 Dex / +3 Con
Changes resistances: +15% cold / +10% fire
Healing mod.: +30%
Steampower: +10 (+3 eff.)
It can be used to cleanse up to 3 poisons or wounds detrimental effects
Activation costs 7 power out of 20/20.
This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist.
This item has been sent to the Item's Vault.

Black Mesh (8 def, 2 armour, 120 block)Requires:
- Shield usage training
- Strength 20
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 3
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +2
Defense: +8 (+2 eff.)
Ranged Defense: +8 (+2 eff.)
Fatigue: +6%
On shield block:
* Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it
Changes stats: +5 Wil
Changes resistances: +25% blight / +25% darkness
Talent granted: +1 Block
Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it
Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass.
This item has been sent to the Item's Vault.

Withering OrbsRequires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 1
When wielded/worn:
Damage (Melee): 5 mind
Damage (Ranged): 5 mind
Mindpower: +5 (+2 eff.)
See stealth: +10
See invisible: +10
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.
These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...
This item has been sent to the Item's Vault.

Star Shot (17/20, 32-38 power, 15 apr)Requires:
- Dexterity 28
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: ammo / shot ; tier 4
Base power: 32.0 - 38.4
Uses stats: 40% Wil, 70% Dex, 50% Cun
Damage type: Fire
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +10.0%
Capacity: 20
On weapon hit:
* sets off a powerful explosion
Intense heat radiates from this powerful shot.
This item has been sent to the Item's Vault.

Bindings of Eternal Night (12 def, 12 armour)Requires:
- Level 25
Powered by arcane forces
6.00 Encumbrance.
[Unique]
Type: armor / mummy ; tier 4
It is part of a set of items.
A complementing item would be your crowning glory.
When wielded/worn:
Armour: +12
Defense: +12 (+4 eff.)
Damage when hit (Melee): 10 darkness
Changes stats: +5 Wil / +5 Mag
Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light
Changes damage: +15% cold / +15% arcane / +20% darkness
Poison immunity: +100%
Disease immunity: +100%
Life regen: +1.00
Light radius: -1
The wearer is treated as an undead.
Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death.
This item has been sent to the Item's Vault.

Silent Blade (25-32 power, 10 apr)Requires:
- Cunning 25
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 2
Base power: 25.0 - 32.5
Uses stats: 40% Wil, 65% Dex, 35% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +8.0%
Attack speed: 100%
On weapon kill:
* Enter stealth for 3 turns.
When used from stealth a simple attack with it will not break stealth.
Damage (Melee): +10 silence
When wielded/worn:
Accuracy: +10 (+4 eff.)
A thin, dark dagger that seems to meld seamlessly into the shadows.
This item has been sent to the Item's Vault.

Overcutter (13-20 power, 12 apr)Requires:
- Strength 20
- Talent Steam Pool
Powered by steamtech
3.00 Encumbrance.
[Unique]
Type: weapon / steamsaw ; tier 1
It must be held with both hands.
It can be used as a weapon and offhand.
Base power: 13.0 - 19.5
Uses stats: 40% Wil, 100% Str
Damage type: Physical bleed
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +12
Crit. chance: +2.0%
Attack speed: 100%
Block value: +70
Attacks use: 1.0 Steam
When wielded/worn:
Armour: +7
Defense: +8 (+2 eff.)
Fatigue: +10%
Talent granted: +2 Block
Earlier steamsaws were notably not meant to be used with one hand.
This item has been sent to the Item's Vault.

Staff of Destruction (20-24 power, 4 apr, fire element)Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stats: 100% Mag, 40% Wil
Damage type: Fire
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold
Talent granted: +1 Command Staff
Spellpower: +10 (+2 eff.)
Spell crit. chance: +15%
Talent on hit(spell): Impending Doom (10% chance level 1).
This unique-looking staff is carved with runes of destruction.
This item has been sent to the Item's Vault.

Eclipse (18-22 power, 4 apr, darkness element)Requires:
- Magic 32
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 18.0 - 21.6
Uses stats: 110% Mag, 40% Wil
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal
Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn)
Talent granted: +1 Command Staff
P.Energy each turn: +0.10
N.Energy each turn: +0.10
Spellpower: +12 (+2 eff.)
Spell crit. chance: +8%
This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light.
This item has been sent to the Item's Vault.

Kor's Fall (10-12 power, 0 apr, fire element)Requires:
- Magic 25
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 1
It must be held with both hands.
Base power: 10.0 - 12.0
Uses stats: 110% Mag, 40% Wil
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight
Talent mastery: +0.10 Corruption / Bone
Talent granted: +1 Command Staff
Spellpower: +7 (+1 eff.)
Spell crit. chance: +8%
See invisible: +2
It can be used to activate talent Bone Spear (costing 4 power out of 6/6) :
Effective talent level: 3.0
Power cost: 4 out of 6/6.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Conjures up a spear of bones, doing 77.56 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (155).
The damage will increase with your Spellpower.
Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance.
This item has been sent to the Item's Vault.

Staff of Bones (20-24 power, 4 apr, darkness element)Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stats: 150% Mag, 40% Wil
Damage type: Darkness
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight
Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones
Talent granted: +1 Command Staff
Spellpower: +20 (+4 eff.)
Spell crit. chance: +15%
It seems willing and able to talk to you (use Command Staff).
A staff made out of the bones of fallen foes. Disgustingly powerful.
This item has been sent to the Item's Vault.

Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
It is part of a set of items.
Oddly it never produces a hat.
When wielded/worn:
Armour: +3
Defense: +9 (+3 eff.)
Damage when hit (Melee): 20 physical / 10 temporal
Changes stats: +5 Mag / +3 Wil
Changes resistances: +10% temporal / +10% physical / +13% all
Changes resistances penetration: +20% temporal / +20% physical
Changes damage: +20% temporal / +20% physical
Spellpower: +23 (+4 eff.)
It can be used to activate talent Temporal Reprieve (costing 29 power out of 50/50) :
Effective talent level: 1.0
Power cost: 29 out of 50/50.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Transport yourself to a safe place for 1 turns.
Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.
This item has been sent to the Item's Vault.

Spinal Cage (5 def, 8 armour)Requires:
- Level 15
Powered by arcane forces
Infused by nature
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +8
Defense: +5 (+1 eff.)
Fatigue: +3%
Changes stats: +2 Dex
Changes resistances: +15% physical
It can be used to activate talent Bone Grab (costing 12 power out of 30/30) :
Effective talent level: 2.0
Power cost: 12 out of 30/30.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns.
The bone will also deal 24.74 physical damage.
The damage will increase with your Spellpower.
A gross mass of spinal matter hastily assembled into armour.
This item has been sent to the Item's Vault.

Coral Spray (8 def, 8 armour, 48 block)Requires:
- Shield usage training
- Strength 16
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 1
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +8
Defense: +8 (+2 eff.)
Fatigue: +12%
On shield block:
* 30% chance to spray freezing water (radius 4 cone) at the target.
Changes resistances: +15% cold / +10% fire
Talent granted: +1 Block
Maximum air capacity: +20.00
Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target.
A chunk of jagged coral, dredged from the ocean.
This item has been sent to the Item's Vault.

Hornet Stingers (20/20, 18-25 power, 10 apr)Requires:
- Dexterity 18
Infused by nature
3.00 Encumbrance.
[Unique]
Type: ammo / arrow ; tier 2
Base power: 18.0 - 25.2
Uses stats: 40% Wil, 70% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +5.0%
Capacity: 20
On weapon hit:
* afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns
A vile poison drips from the tips of these arrows.
This item has been sent to the Item's Vault.

Crown of Burning Pain (9 def, 0 armour)Requires:
- Cunning 25
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +9 (+3 eff.)
Fatigue: +4%
Changes stats: +4 Cun / +4 Wil
Changes resistances: +25% fire
Changes damage: +25% fire
It can be used to activate talent Meteor Rain (costing 20 power out of 50/50) :
Effective talent level: 2.0
Power cost: 20 out of 50/50.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target.
Each meteor smashes everything within radius 2, dealing 29.36 fire and 29.36 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns.
The damage increases with your Spellpower.
This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor.
This item has been sent to the Item's Vault.

Corrupted Gaze (4 def, 8 armour)Requires:
- Heavy armour training
- Magic 16
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 4
When wielded/worn:
Accuracy: +10 (+4 eff.)
Armour: +8
Defense: +4 (+1 eff.)
Fatigue: +6%
Changes stats: +8 Mag / +4 Wil / +8 Cun
Changes resistances: +20% blight
Changes resistances penetration: +10% blight
Changes damage: +20% blight
Talent mastery: +0.30 Corruption / Vim
Disease immunity: +50%
See stealth: +12
See invisible: +12
Talent on hit(spell): Vimsense (10% chance level 3).
This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind.
This item has been sent to the Item's Vault.

Steel Helm of Garkul (0 def, 6 armour)Requires:
- Heavy armour training
- Strength 16
Infused by nature
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
It is part of a set of items.
Another of Garkul's heirlooms would bring out his spirit.
When wielded/worn:
Armour: +6
Fatigue: +8%
Changes stats: +5 Str / +4 Wil / +5 Con
Changes damage: +10% physical
Talent mastery: +0.20 Technique / Thuggery
Physical save: +12 (+3 eff.)
Spell save: +12 (+3 eff.)
Mental save: +12 (+3 eff.)
A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.
This item has been sent to the Item's Vault.
