

Requires:
- Massive armour training
- Constitution 150
Powered by arcane forces
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +50
Defense: +40 (+10 eff.)
Fatigue: +70%
Changes stats: +15 Str / +25 Mag
Changes resistances: +10% all
Physical save: +35 (+8 eff.)
Spell save: +35 (+13 eff.)
Life regen: +10.00
Maximum life: +270.00
Spellpower: +25 (+12 eff.)
15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown.
If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware.
This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic.
This item has been sent to the Item's Vault.


Requires:
- Massive armour training
- Strength 60
Infused by nature
Crafted by a master
17.00 Encumbrance.
[Random Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +36
Fatigue: +22%
Effects on melee hit:
* 10% chance to reduce strength, dexterity, and constitution by 17
Changes stats: +7 Str / +7 Con
Changes damage: +24% light / +9% arcane
Mana each turn: +0.08
Maximum life: +158.00
Spellpower: +5 (+2 eff.)
Damage Shield penetration: +30%
Defense after a teleport: +10
Resist all after a teleport: +10%
New effects duration reduction after a teleport: +10%
A suit of armour made of metal plates.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Willpower 28
- Strength 20
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +15
Defense: +17 (+4 eff.)
Ranged Defense: +17 (+4 eff.)
Fatigue: +12%
Changes stats: +3 Cun / +5 Wil
Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness
Changes resistances penetration: +10% fire / +10% light / +10% mind
Changes damage: +10% fire / +15% mind / +15% light
Talent granted: +1 Block
Mental save: +18 (+4 eff.)
Blindness immunity: +100%
Confusion immunity: +25%
Maximum psi: +20.00
Mindpower: +8 (+2 eff.)
Light radius: +3
It can be used to send out a range 7 beam, lighting its path and dealing 91.94 to 114.93 light damage (based on Willpower and Cunning)
Activation costs 12 power out of 30/30.
A bright light shines from the center of this shield. Holding it clears your mind.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Strength 24
Infused by nature
Crafted by a master
7.00 Encumbrance.
[Random Unique]
Type: armor / shield ; tier 3
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +6
Fatigue: +8%
Effects on melee hit:
* 10% chance to reduce damage dealt by 26%
Effects when hit in melee:
* 10% chance to gain 10% of a turn (3/turn limit)
On shield block:
* Cause enemies within radius 6 to bleed for 137 physical damage over 5 turns (1/turn)
Changes resistances: +21% acid / +13% temporal / +3% mind
Talent granted: +1 Block
Handheld deflection devices.
This item has been sent to the Item's Vault.


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 (+15 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 22 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.


Requires:
- Strength 24
Crafted by a master
5.00 Encumbrance.
Type: weapon / greatmaul ; tier 3
It must be held with both hands.
Power: 152% Range: 1.5x
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +2
Crit. chance: +1.5%
Attack speed: 100%
On weapon hit:
* 20% chance to slow global speed by 61%
On weapon crit:
* Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50%
Damage (Melee): +12 blight
Damage (radius 1) on hit: +12 nature / +16 cold
When wielded/worn:
Physical crit. chance: +16.0%
Physical power: +12 (+4 eff.)
Changes resistances penetration: +25% blight / +15% nature
Changes damage: +12% nature
Massive two-handed mauls.
This item has been sent to the Item's Vault.


Requires:
- Strength 24
Crafted by a master
3.00 Encumbrance.
Type: weapon / battleaxe ; tier 3
It must be held with both hands.
Power: 157% Range: 1.5x
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +2
Crit. chance: +6.5%
Attack speed: 100%
On weapon hit:
* 20% chance to gain 10% of a turn (3/turn limit)
On weapon crit:
* Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50%
Damage (Melee): +12 physical
When wielded/worn:
Armour penetration: +3
Physical crit. chance: +16.0%
Physical power: +14 (+5 eff.)
Effects on melee hit:
* 20% chance to gain 10% of a turn (3/turn limit)
Changes stats: +1 Dex
Changes damage: +6% acid
Critical mult.: +15.00%
Stamina each turn: +3.00
Massive two-handed battleaxes.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Defense: +16 (+5 eff.)
Fatigue: +2%
Changes stats: +3 Cun / +2 Dex
Changes resistances: +15% lightning
Poison immunity: +50%
Pinning immunity: +50%
Talent on hit(nature): Call Lightning (10% chance level 2).
It can be used to activate talent Call Lightning (costing 21 power out of 50/50) :
Effective talent level: 2.0
Power cost: 21 out of 50/50.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Calls forth a powerful beam of lightning doing 34.22 to 102.66 lightning damage (68.44 average).
The damage will increase with your Mindpower.
This armour seems to have been patched together from many eels. Yuck.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 4
When wielded/worn:
Armour: +15
Fatigue: +5%
Changes stats: +10 Con / +10 Wil
Changes resistances: +20% darkness / +20% blight
Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact
Shadow Power: +5
Increases all saves by your Shadow Power.
"For the demon who has everything."
This item has been sent to the Item's Vault.


Requires:
- Strength 22
Crafted by a master
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +4 (+1 eff.)
Ranged Defense: +8 (+2 eff.)
Fatigue: +10%
Changes stats: +5 Str / +3 Con
Maximum encumbrance: +20
Knockback immunity: +50%
Life regen: +2.00
Stamina each turn: +1.00
Maximum life: +45.00
Maximum stamina: +45.00
Size category: +1
A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special...
This item has been sent to the Item's Vault.


Requires:
- Strength 14
Crafted by a master
9.00 Encumbrance.
Type: armor / light ; tier 2
When wielded/worn:
Accuracy: +15 (+5 eff.)
Physical crit. chance: +5.0%
Physical power: +7 (+2 eff.)
Armour: +4
Defense: +16 (+5 eff.)
Fatigue: +7%
Changes stats: +6 Con
Changes resistances penetration: +25% physical
Critical mult.: +14.00%
Only die when reaching: -40.00 life
Maximum stamina: +30.00
A suit of armour made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
Type: charm / torque ; tier 2
When wielded/worn:
Changes resistances: +5% arcane / +15% darkness
Mana when firing critical spell: +2.00
Spellpower on spell critical (stacks up to 3 times): +6
Spell crit. chance: +6%
Healing mod.: +20%
It can be used to blast the opponent's mind dealing 194 mind damage and silencing them for 4 turns
Activation puts all charms on cooldown for 10 turns.
When used:
* Increase the duration of 2 beneficial effects by 2.
Torques are made by powerful psionics to store psionic powers.
This item has been sent to the Item's Vault.


Requires:
- Strength 40
Crafted by a master
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 3
It must be held with both hands.
Power: 160% Range: 1.5x
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +3.0%
Attack speed: 100%
When this weapon hits: Sunder Armour (15% chance level 3).
When wielded/worn:
Accuracy: +20 (+7 eff.)
Pinning immunity: +100%
Knockback immunity: +100%
It can be used to activate talent Fearless Cleave (costing 10 power out of 18/18) :
Effective talent level: 3.0
Power cost: 10 out of 18/18.
Range: melee/personal
Travel Speed: instantaneous
Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 131% weapon damage.
A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable.
This item has been sent to the Item's Vault.


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 (+3 eff.)
Ranged Defense: +8 (+3 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.


Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
Type: charm / torque ; tier 2
When wielded/worn:
Changes resistances penetration: +25% arcane
Changes damage: +18% lightning
Disease immunity: +20%
Cut immunity: +20%
Silence immunity: +20%
Maximum life: +40.00
It can be used to setup a psionic shield, reducing all damage taken by 53 for 5 turns
Activation puts all charms on cooldown for 14 turns.
When used:
* Gain a 18% chance to evade weapon attacks for 2 turns.
Torques are made by powerful psionics to store psionic powers.
This item has been sent to the Item's Vault.


Requires:
- Strength 60
Infused by nature
Infused by arcane disrupting forces
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 5
It must be held with both hands.
Power: 184% Range: 1.5x
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +4
Crit. chance: +8.0%
Attack speed: 100%
On weapon crit:
* deal manaburn damage equal to your mindpower in a radius 3 cone
Damage (Melee): +50 acid / +50 nature slow
When wielded/worn:
Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns)
This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Defense: +15 (+5 eff.)
Changes stats: +10 Mag / +8 Wil / +6 Cun
Changes resistances: +20% lightning / +13% all
Changes resistances penetration: +15% lightning
Changes damage: +25% lightning
Spellpower: +20 (+4 eff.)
Movement speed: +10%
Slows Projectiles: +15%
Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze.
This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
Type: lite / lite ; tier 3
When wielded/worn:
Damage when hit (Melee): 10 light
Changes resistances: +15% cold
Changes resistances penetration: +15% light
Changes damage: +30% cold
Physical save: +10 (+3 eff.)
Light radius: +7
Healing mod.: +18%
A normal brass lantern, enhanced by alchemy to make it brighter.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 4
When wielded/worn:
Defense: +25 (+8 eff.)
Changes resistances: +21% fire / +18% light / +12% cold
Life regen: +4.04
Only die when reaching: -80.80 life
It can be used to create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns
Activation puts all charms on cooldown for 11 turns.
When used:
* Gain a 34% chance to evade weapon attacks for 2 turns.
Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.
This item has been sent to the Item's Vault.


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 (+2 eff.)
Fatigue: +22%
Changes stats: +3 Dex / +3 Con
Changes resistances: +15% cold / +10% fire
Healing mod.: +30%
Steampower: +10 (+4 eff.)
It can be used to cleanse up to 3 poisons or wounds detrimental effects
Activation costs 10 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.


Requires:
- Level 35
Infused by nature
2.00 Encumbrance.
Type: armor / head ; tier 5
When wielded/worn:
Armour: +5
Fatigue: +5%
Changes stats: +5 Cun
Changes resistances: +18% light / +23% cold
Changes resistances penetration: +15% darkness
Allows you to breathe in: water
Blindness immunity: +20%
Psi when hit: +0.36
Mental crit. chance: +3%
A cap made of leather.
This item has been sent to the Item's Vault.


Requires:
- Strength 40
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Power: 160% Range: 1.4x
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +20
Crit. chance: +5.0%
Attack speed: 100%
Damage conversion: 50% darkness
When wielded/worn:
Changes stats: +10 Str / +8 Mag
Changes resistances: +18% darkness / +12% blight
Changes damage: +25% darkness
Shadow Power: +5
Increases all damage penetration by 1% for each point of your Shadow Power.
"All the better to pierce the heart of the world."
This item has been sent to the Item's Vault.


Requires:
- Strength 24
- Talent Steam Pool
Powered by steamtech
3.00 Encumbrance.
[Unique]
Type: weapon / steamsaw ; tier 2
Power: 117% Range: 1.5x
Uses stat: 100% Str
Damage type: Physical bleed
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +15
Crit. chance: +4.0%
Attack speed: 100%
Block value: +50
When this weapon hits: To The Arms (10% chance level 2).
Attacks use: 1.0 Steam
When wielded/worn:
Armour: +6
Defense: +7 (+3 eff.)
Fatigue: +8%
Talent granted: +1 Block
"Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!"
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Strength 38
Powered by steamtech
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 4
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +11
Defense: +22 (+7 eff.)
Fatigue: +8%
Talent granted: +4 Block
Physical save: +20 (+6 eff.)
Knocks melee attackers away. Distance scales with damage incoming.
The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Crafted by a master
1.00 Encumbrance.
Type: lite / lite ; tier 3
When wielded/worn:
Damage when hit (Melee): 6 light
Changes resistances: +6% nature
Changes resistances penetration: +25% acid / +20% nature / +10% light
Changes damage: +9% light / +27% nature
Light radius: +8
A normal brass lantern, enhanced by alchemy to make it brighter.
This item has been sent to the Item's Vault.


Requires:
- Strength 24
- Talent Steam Pool
Infused by nature
Powered by steamtech
3.00 Encumbrance.
[Unique]
Type: weapon / steamsaw ; tier 3
Power: 132% Range: 1.5x
Uses stat: 100% Str
Damage type: Nature
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +19
Crit. chance: +3.0%
Attack speed: 100%
Block value: +50
On weapon kill:
* summon a treant (5 turn cooldown)
Attacks use: 1.0 Steam
When wielded/worn:
Armour: +14
Defense: +4 (+1 eff.)
Fatigue: +8%
Talent granted: +1 Block
"Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!"
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Infused by nature
14.00 Encumbrance.
[Unique]
Type: armor / heavy ; tier 5
When wielded/worn:
Armour: +14
Defense: +10 (+3 eff.)
Fatigue: +16%
Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck
Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid
Grants telepathy: Dragon
Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns)
Blindness immunity: +50%
Stun/Freeze immunity: +25%
Knockback immunity: +50%
This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 24
Infused by nature
Powered by steamtech
3.00 Encumbrance.
[Unique]
Type: ammo / shot ; tier 4
Power: 124% Range: 1.2x
Uses stats: 50% Cun, 70% Dex
Damage type: Nature
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +8
Crit. chance: +2.0%
Capacity: 20
On weapon crit:
* bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown)
Ready to trigger!
A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this.
This item has been sent to the Item's Vault.