
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.

Wheel of FateRequires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50
Activation costs 1 power out of 1/1.
"This isn't what I wished for!" - Howar Muransk, Cornac demonologist.
This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?
This item has been sent to the Item's Vault.

Rune of Dissipation ( )Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you.
It can be used to inscribe your skin with the rune.
Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
This item has been sent to the Item's Vault.

Stormfront (30-45 power, 15 apr)Requires:
- Strength 16
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 2
It must be held with both hands.
Base power: 30.0 - 45.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +15
Crit. chance: +5.0%
Attack speed: 100%
On weapon crit:
* inflicts either shocked or wet, chosen at random
Damage (Melee): +15 lightning / +15 cold
When wielded/worn:
Changes damage: +12% lightning / +12% cold
The blade glows faintly blue, and reflects a sky full of stormy clouds.
This item has been sent to the Item's Vault.

Shantiz the Stormblade (15-20 power, 20 apr)Requires:
- Dexterity 30
Infused by nature
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Base power: 15.0 - 19.5
Uses stats: 100% Dex, 0% Cun
Damage type: Physical
Mastery: Dagger Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them.
When wielded/worn:
Changes stats: +20 Dex
Slows Projectiles: +40%
Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn.
This surreal dagger crackles with the intensity of a vicious storm.
This item has been sent to the Item's Vault.

Bill's Tree Trunk (30-51 power, 7 apr)Requires:
- Strength 25
Crafted by a master
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 1
It must be held with both hands.
Base power: 30.0 - 51.0
Uses stat: 130% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +7
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) :
Effective talent level: 2.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns.
Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield.
Armor reduction chance increases with your Physical Power.
This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!
This item has been sent to the Item's Vault.

Serpent's Glare (7-8 power, 15 apr, nature damage)Requires:
- Willpower 12
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 1
Base power: 7.0 - 7.7
Uses stats: 50% Wil, 30% Cun
Damage type: Nature
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +15
Crit. chance: +7.0%
Attack speed: 100%
Damage conversion: 30% poison
When wielded/worn:
Changes resistances: +10% nature
Changes damage: +10% nature
Poison immunity: +50%
Mindpower: +4 (+2 eff.)
Mental crit. chance: +2%
It can be used to activate talent Spit Poison (costing 8 power out of 8/8) :
Effective talent level: 2.0
Power cost: 8 out of 8/8.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Spit poison at your target, doing 215.96 poison damage over six turns.
The damage will increase with your Strength or Dexterity (whichever is higher).
A thick venom drips from this mindstar.
This item has been sent to the Item's Vault.

Spellblaze Shard (20-26 power, 10 apr)Requires:
- Dexterity 17
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 2
Base power: 20.0 - 26.0
Uses stats: 50% Cun, 50% Dex
Damage type: Physical
Mastery: Dagger Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +12.0%
Attack speed: 100%
Lifesteal (this weapon only): +6%
Damage (Melee): +20 blight / +20 fire
When wielded/worn:
Changes stats: +5 Mag
Changes resistances: +10% blight / +10% fire
Talent granted: +1 Virulent Disease
This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle.
This item has been sent to the Item's Vault.

Unerring Scalpel (15-20 power, 25 apr)Requires:
- Cunning 16
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 1
Base power: 15.0 - 19.5
Uses stats: 45% Cun, 55% Dex
Damage type: Physical
Mastery: Dagger Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +25
Attack speed: 100%
Damage Shield penetration (this weapon only): +50%
When wielded/worn:
Accuracy: +20 (+7 eff.)
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.
This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.
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 stat: 110% Mag
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% darkness / +15% physical / +15% light / +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 (+8 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.

Stormlash (17-19 power, 7 apr)Requires:
- Dexterity 15
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 1
Base power: 17.0 - 18.7
Uses stat: 100% Dex
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +7
Crit. chance: +5.0%
Attack speed: 125%
On weapon crit:
* Focus the lightning forces on an enemy
Damage conversion: 50% dazing lightning
When wielded/worn:
Accuracy: +7 (+3 eff.)
Changes damage: +10% lightning
It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 15.00 to 45.00 lightning damage (based on Magic and Dexterity)
Activation costs 10 power out of 10/10.
This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful.
This item has been sent to the Item's Vault.

Vestments of the Conclave (0 def, 0 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 2
When wielded/worn:
Changes stats: +6 Mag
Changes resistances: +9% all
Changes damage: +15% arcane
Spellpower: +15 (+10 eff.)
Spell crit. chance: +15%
An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it.
It was made by Humans for Humans; only they can harness the true power of the robes.
This item has been sent to the Item's Vault.

Yeek-fur Robe (10 def, 5 armour)Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +5
Defense: +10 (+3 eff.)
Changes resistances: +20% cold / +20% mind / +11% all
Changes damage: +20% mind
Grants telepathy: Humanoid
Mental save: +10 (+5 eff.)
Confusion immunity: +35%
Mindpower: +10 (+5 eff.)
Mental crit. chance: +5%
A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it.
This item has been sent to the Item's Vault.

Frost Treads (1 def, 4 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 2
When wielded/worn:
Armour: +4
Defense: +1 (+0 eff.)
Fatigue: +7%
Changes stats: +4 Str / +4 Wil / +4 Cun
Changes resistances: +10% nature / +20% cold
Changes damage: +15% cold
Light radius: +1
Movement speed: +20%
Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns.
A pair of leather boots. Cold to the touch, they radiate a cold blue light.
This item has been sent to the Item's Vault.
