

Requires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
Type: jewelry / ring ; tier 3
When wielded/worn:
Damage when hit (Melee): 4 fire
Changes resistances: +6% fire / +13% mind / +6% darkness
Changes damage: +13% mind / +9% nature / +6% darkness
Rings make your fingers look great!
This item has been sent to the Item's Vault.


Requires:
- Dexterity 16
- Talent Shoot
Powered by arcane forces
Crafted by a master
4.00 Encumbrance.
[Random Unique]
Type: weapon / longbow ; tier 2
It must be held with both hands.
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +7
When this weapon hits: Netherblast (20% chance level 2).
Damage (Ranged): +14 lightning / +8 acid
When wielded/worn:
Changes stats: +5 Dex / +2 Cun
Changes resistances penetration: +25% cold / +9% physical
Changes damage: +15% lightning / +15% acid
See invisible: +3
Talent on hit(spell): Netherblast (20% chance level 2).
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.


Requires:
- Strength 10
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 48.0 - 76.8
Uses stat: 130% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +12
Crit. chance: +11.0%
Attack speed: 50%
When wielded/worn:
Fatigue: -12%
Changes stats: +7 Dex
Changes resistances: +7% lightning
Changes damage: +7% lightning
Maximum encumbrance: +50
Movement speed: +10%
Avoid Pressure Traps: The wearer never triggers traps that require pressure.
Attack speed improves with your strength and size category.
This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 32
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 2
Base power: 25.0 - 32.5
Uses stats: 50% Dex, 15% Mag, 50% Str
Damage type: Physical
Mastery: Dagger Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +9.0%
Attack speed: 100%
On weapon hit:
* 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows.
Damage conversion: 50% darkness
When wielded/worn:
Changes stats: +4 Cun / +4 Mag
Changes resistances: +10% darkness
Changes resistances penetration: +10% darkness
Changes damage: +5% darkness
Stealth bonus: +10
It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: 10
Travel Speed: 2000% of base
Is: necromancy and a spell
Description: Conjures up a beam of darkness, doing 46.19 darkness damage.
At level 5, the beam widens to hit foes on each side.
The damage will increase with your Spellpower.
This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by unknown forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +8 (+2 eff.)
Changes stats: +6 Cun / +8 Wil
Talent mastery: +0.20 Cursed / Fears
Fear immunity: +60%
Mindpower: +16 (+8 eff.)
It can be used to activate talent Instill Fear (costing 18 power out of 45/45) :
Effective talent level: 2.0
Power cost: 18 out of 45/45.
Range: 8
Travel Speed: instantaneous
Is: a mind power
Description: Instill fear in your foes within 2 radius of a target location dealing 8.00 mind and 8.00 darkness damage and causing one of 4 possible fears that last for 8 turns.
The targets can save vs your Mindpower to resist the effect.
Fear effects improve with your Mindpower.
Possible fears are:
Paranoid: Gives the target an 10% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well.
Despair: Reduces mind resist, mindsave, armour and defence by 9.
Terrified: Deals 1.50 mind and 1.50 darkness damage per turn and increases cooldowns by 16%.
Haunted: Causes the target to suffer 3.13 mind and 3.13 darkness damage for each detrimental mental effect every turn.
This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you.
This item has been sent to the Item's Vault.


Requires:
- Strength 24
Crafted by a master
3.00 Encumbrance.
Type: weapon / mace ; tier 3
Base power: 32.5 - 45.5
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Changes resistances: +6% acid / +9% blight / +18% lightning
Changes resistances penetration: +10% cold
Changes damage: +9% cold
Blunt and deadly.
This item has been sent to the Item's Vault.


Requires:
- Massive armour training
- Strength 26
Infused by nature
Crafted by a master
12.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 2
When wielded/worn:
Armour: +12
Defense: +4 (+1 eff.)
Fatigue: +14%
Changes stats: +3 Dex / +3 Wil / +3 Con
Changes resistances: +18% cold / +18% darkness / +18% nature
Healing mod.: +25%
Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight.
This item has been sent to the Item's Vault.


Hellbrawn the yew magestaff (20-24 power, 4 apr, blight element)
Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 80% 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:
Armour: +4
Armour Hardiness: +5%
Damage when hit (Melee): 2 acid
Changes resistances penetration: +15% fire
Changes damage: +32% acid / +20% fire / +20% darkness / +20% blight
Talent granted: +1 Command Staff
Physical save: +4 (+1 eff.)
Spellpower: +15 (+7 eff.)
Spell crit. chance: +10%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Tamayon the yew longbow
Requires:
- Dexterity 24
- Talent Shoot
Powered by arcane forces
4.00 Encumbrance.
[Random Unique]
Type: weapon / longbow ; tier 3
It must be held with both hands.
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +8
On weapon hit:
* 10% chance to gain 10% of a turn (3/turn limit)
Damage (Ranged): +27 lightning / +8 cold
Damage (radius 1) on hit: +12 temporal
When wielded/worn:
Changes resistances penetration: +5% temporal
Changes damage: +32% lightning / +21% cold / +6% temporal
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.


Requires:
- Magic 24
- Dexterity 24
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 3
It is part of a set of items.
In the past there was a dagger with it.
Base power: 28.0 - 39.2
Uses stats: 20% Mag, 80% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +10
Crit. chance: +8.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spellpower: +5 (+3 eff.)
Spell crit. chance: +5%
Defense after a teleport: +10
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +15%
Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time.
This item has been sent to the Item's Vault.


Rags of the Sanctuary of blight (+11%) (0 def, 0 armour)
Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Cosmetic Item]
Type: armor / cloth ; tier 1
When wielded/worn:
Changes resistances: +11% blight / +7% all
Changes damage: +11% blight
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.


3.0 Encumbrance
T3 longsword 1H weapon
[Rare]
Master
Weapon Damage 22.5 - 31.5 Physical
Uses 100% Str
Mastery Weapons Mastery
Accuracy Bonus +0.4% critical power (max 40%)
Ignore Armor +4
Critical Rate +3.5%
Attack Speed 100%
On-hit +4 mind
On-Hit, radius 1 +12 darkness
On Hit:
* 20% chance to reduce armor by 21%
While equipped:
offense ------
Damage +3% acid +6% mind
Ignore resists +10% darkness
Accuracy +8 (+3 eff.)
defense ------
Defense +7 (+4 eff.)
Disarm Resist +24%
Sharp, long, and deadly.
This item has been sent to the Item's Vault.